Monday, 29 February 2016

3 in one gaming assignment

For this assignment, i chose to create the maze game, or BrainBox game. It's a maze/puzzle game, with maths in it, aimed at 16 YOs doing their GCSEs. It's purpose is to help the students practising grade C maths problems.

The reason why i picked this game, it's because i'm not very good at coding, and what i want to do in the games industry isn't really around coding. Also, i feel like this game gave me more freedom to make it look good.

Here is a gameplay video of it:



And here is a video showing everything that is in the game, sprites, objects, rooms, etc:



Unfortunately, i don't have a video with feedback from other people that played the game, as the file for that video corrupted - although, i do have their reviews or/and written feedback:

Player 1: " I was quite impressed with the game, although, more with the graphic/looks side of things, rather than the actual gameplay - even though, it wasn't bad at all, i also enjoyed it, but yeah, i think the game looks really good. It was overall a very creative idea, with lots of original puzzles and mazes. The only thing i think could be improved is Sound - as there is none, and gameplay mechanics - as it's a little buggy. But overall, i really enjoyed playing the game."

Player 2: " The game is brilliant. I love how it looks - it's almost as if it was made by a somewhat known company - and i like how it plays too - especially the levels in it, there's lots of creativity. What i enjoyed less was the fact that there were no animations, the game kinda felt unfinished - if it had for example moving animations (as well as sound too) the game would have been even better! In conclusion, i really liked the theme of the game, as well as my overall experience. Also the fact that this is only his second game ever, it's mind blowing, in my opinion."


Thursday, 11 February 2016

Assignment 1 - Understanding the use of music within games and the methodology of recording and production

Task 1

Compare and contrast the following Console game music (The Last of Us - Home and Halo 2 main theme).


The Last of Us - Home:



This is a song that i picked from the The Last of Us soundtrack, called Home. I chose this song because of its beauty - literally one of the most beautiful things i've ever heard, ever. It comes up right before the ending of the game, when Joel and Ellie are going back to Joel's home. I think the song is perfect for the scene because it sets the correct mood and gives the right emotions and feelings that you should be getting in that situation and that the devs wanted you to get. The song gives mainly a nostalgic feeling - of the town that Joel used to live in but had to leave - as well as quite a sad feeling really - because of the reasons why Joel had to leave the town. It also gives the impression of pain - that Joel has for what happened in that town - missing and last but not least, change.

Sound theory and Psychology:  Starting with the theory of sound, waveform, this song is smaller in terms of wavelength and amplitude and has less waves in terms of wave frequency. The song also has a low pitch compared to Halo's song. This results in the song being much more slow paced and much more quiet.

Just like any other game, sound is crucial in Last of Us. It's what gives you all the feelings and emotions throughout the game. Without the soundtrack / if the soundtrack wasn't this good, the game wouldn't have been even close the success it had. In this case, as i said, it gives us all the emotions and feelings and sets the mood for the scene - nostalgia. The nostalgic feeling is also what makes this song symbolic/iconic. The levels of sound or loudness, are pretty low which is perfect in my opinion since it's such a "delicate" song that's trying to also set a sort of more calm mood.

Audio Environment: Here's a video of the scene, from 15:27 till the end of the video:

As we can see they are in like a forest, entering the town. The song doesn't have much to do with the forest environment - it's more to do with "Joel's" town, so the song fits the atmosphere perfectly, as i said before, because we should be getting the feeling of nostalgia and sadness, whilst we see them going back Home - that's what they (the producers) wants us to experience.

Sources, game music and legal issues: For this song, there's nothing really to talk about the sources. The composer is from Argentina, but there's nothing in this song that tries to tell you that - even though some of the other songs in the soundtrack do. They also originally developed all the songs in this game - specifically for the game, so they didn't have to worry about legal issues, eg copyright issues or any contracts (the team that made the game, or even Sony are the ones that kept the rights for the soundtrack). Game music: as i've talked about before, this song's purpose in the scene is to create a mood and to make the player adapt to it as well as the plot. Also, in the game, the song has an intro sequence, mid and end sequence in a loop, going through sequences as you advance in the scene (although the song i linked doesn't show it, it's in the game).

Halo 2 - main theme:



This is the Halo 2 main theme song. It's like a remix of the original main menu song for the game. It's a very different song compared to Home from The Last of Us, both in terms of genre and purpose, and other minor factors that i'm going to talk about. In my opinion, it's a good song, but doesn't fit the game style/genre - this is because of the guitar part. Now don't get me wrong, it's a good song, but it just does not feel appropriate for the game in my opinion. With that said, the purpose of the song is to mainly give us the feeling of action.

Sound theory and Psychology: This song is bigger in terms of wavelength and amplitude and has more waves in terms of wave frequency, making the song louder, faster paced, with more beats and melodies. This makes it very, very different from the previous song we've looked at, since it has pretty much all the opposite characteristics from it. About psychology: this song doesn't really create any major emotions - although, it creates the mood of epicness and action. The song is kind of loud too, which helps with the mood.

Audio Environment: The song doesn't really have anything to do with the environment, since it's a menu song. Its "audio environment purpose" would be to get the player more into the game i suppose. What the producer wants us to experience is: the mood - epicness and action. This is one of the main differences between both songs, since this one doesn't really apply to any environment, just the main menu, when the first song does apply to an environment.

Sources, game music and legal issues: Again, not much to talk about the sources. The song was originally developed by them - they most likely own the copyrights to the whole soundtrack too. The purpose of the song, as I've said before is to set the action mood in the intro sequence - main menu - so that the players kinda get a feel of what to expect from the game. The first song is a bit more complex in this subject, but they're both similar.


Task 2

Using the clips above discuss the methods which could have been used to record and produce the music and why.


Song 1:

- Sound design methodology: The song was fully, originally developed in a studio, with mainly real instruments (and minor tweeks with a computer).

-Sound Tile formats: Uncompressed, so that the quality is better (since it's a song). The file format would most likely be WAV, since it's one of the most used for music because of the quality of sound and because of also being an uncompressed file format. If it's compressed (which is unlikely but possible), the file format could be mp3.

-Audio limitations of game platforms: The game was made for multiple platforms, and it was also remastered onto newer, more advanced consoles. This makes file size, as well as sound quality, formatting and other settings vastly inaccurate to talk about.

-Audio recording systems: Digital. There were most likely more than one recording system used to record the song, as well as edit it.

-Audio sampling: This song has higher resolution, so therefore higher bit depth, which makes the song larger in size. The sample rate is also surround sound, which is top quality, affecting the size of the file.

Song 2:  

- Sound design methodology: The song was fully, originally developed in a studio, with both real instruments and tweeks with a computer.

-Sound Tile formats: Either compressed or uncompressed (didn't find info on this). If uncompressed, WAV for the same reasons above, if compressed mp3, again for the same reasons.

-Audio limitations of game platforms: Depends on the file format (which i don't know).

-Audio recording systems: Analogue. (Again, wasn't able to find enough information for this.)

-Audio sampling: This song however, doesn't have much of a high resolution, which means less bit depth. The sample rate is stereo sound.


Monday, 8 February 2016

Exercise 1

Research and explain when you would use the following sound formats and why:

Uncompressed: wav, aiff, au, smp, voc.


  • WAV: this sound format can be played by nearly all Windows applications that support sound. WAV files also always have little-endian byte order. Large in size. Would be useful for music files, since it also has high quality.
  • AIFF: Commonly used for storing and transmitting sampled sound. It has a high quality of sound. Very similar to WAV, so this file is good for music because of the large size format and the high quality.
  • AU:  the standard audio file format used by Sun, Unix and Java. Can be either used for music or simple sound fx, due to its size.
  • SMP and VOC can be used for sound effects. Most applications and devices don't support these sound formats.
Lossy compression: mp3, ra, vox.

  • MP3: this sound format has good quality and small size, perfect for storing music files. Since it cuts out parts of the file that are inaudible, this sound format is not good for voice storage.
  • ra: Often used as a streaming audio format, so it's perfect for internet videos, or radio stations.
  • VOX: good for storing voice files or simple sound fx. It's an old sound format, so nowadays it's not really used at all.
How can resolution and bit-depth constrain file size?

The bigger the resolution and the more bit-depth, so the bigger the size and quality, the bigger the file size will be.

Sample rate: The number of samples of audio carried per second on an audio file.

Mono: When you hear sound as if it's coming from one position.

Stereo: When you hear sound as if it's coming from 2 positions, left and right.

Surround: When you hear sound coming as if it's coming from multiple positions.

Tuesday, 5 January 2016

Unit 73 - Understanding Sound design theory

a. Listen to at least 5 different pieces of gaming music/FX

#1 - SCP Containment Breach - SCP - 106 Theme Bump in the night ( https://www.youtube.com/watch?v=ixBBZdrMXAI )



This is a theme song for a horror video game, called SCP Containment Breach. Briefly explaining, this game is about escaping a building that keeps a lot of unknown and/or inhuman creatures who are dangerous to us in a "safe" place, away from us. Although, in the game there is an accident and most of the creatures break free. This ambiance song comes up when you get to a certain point in the building i believe. 
It's quite mysterious, creepy and intense. In my opinion it's almost perfect to the game, since the game is also quite mysterious because of the creepy, unknown creatures wondering around. It's perfect to set the mood and ambiance for the game and it really gets you into it - or out of it, because it might be too creepy for some people. I wouldn't choose any other ambiance songs, although this one could have more sound effects in it, to make it even more scary.


#2 - Slender Man soundtrack pages 1 through 8 ( https://www.youtube.com/watch?v=kk6ycfBOwHs )



This is the background song for the game Slender the eight pages. This game involves you being alone in a unknown forest at night, wondering around whilst being chased by SlenderMan. In order to complete the game you have to collect eight pages spread around the map without dying. You interact with this song by collecting pages - the more pages you collect the more and more sound effects are added to the song and therefore it only gets creepier and very intense.
The idea for this song was pretty damn good. The adrenaline starts building up at a lightening fast pace as you pick up pages, which makes you really want to complete the game and obviously not die at the same time, plus the game gets harder and harder - this is just what you want in a horror themed video game.

#3 - Slender Man Dead Sound Effect ( https://www.youtube.com/watch?v=tiS9Db2XY6w )



This is the sound effect of when you die in Slender the eight pages. It sounds like some sort of flicker or static. It's a very iconic sound, everyone knows it and you hear it you know immediately where it's from. It's really good for the game in my opinion and it really gets you.

#4 - Burnout 3 Takedown soundtrack ( https://www.youtube.com/watch?v=OuNnWNa1gtA )



This is my favourite game of all time, and one of the reasons for that it's because of the soundtrack. It's perfect for this game. I'm not even a fan of the genre, but it suits the game so well that it doesn't even matter. This game is a racing game, that contains a lot of destruction and crashing. The gameplay is also perfect in my opinion which is also why the soundtrack works. There is a game mode in this game that it's called road rage, and you basically take other players down by bumping into them and making them crash. Favourite game mode of all time, not only because of the gameplay but again, the soundtrack makes it the perfect arcade game.

#5 - Counter-Strike: Global Offensive headshot dink sound.






I couldn't find this sound effect anywhere for some reason, but it's pretty much a dink sound when you shoot someone in the head in counter-strike. It fits the game perfectly because it sounds quite rewarding, and that's something you expect from this game.



Why is music and sound FX important in video games?

Without sound, everything would be boring...

Sound in video games is as important and sound in films for example. It's a huge factor that gets you into the game. From ambiance sounds or songs to simple sound fx of a moving character, sound is what makes the game speak to you, tell you what's going on and make you feel as if you're in the game. Without sound fx and music, games would feel dull and just simply would not be fun at all.

What is waveform, (wavelength, amplitude, frequency) ?

- Wavelength
The wavelength of a wave is the distance between a point on one wave and the same point on the next wave.

-Amplitude
The amplitude of a wave is its maximum disturbance from its undisturbed position.

- Frequency
How many waves are produced.

What is Foley?

Foley is the art of producing sound effects for films or video games for example, sounds that sound like something in particular, but aren't actually real and have been produced in a studio.

What is timbre?


Each sound has a different timbre. Timbre describes the quality and tone of a particular sound


P1 Understand the use of Sound and Music in Games.

List at least 3 games (or films) which use sound as information (speech, iconography, symbolism and or metaphors) to convey information.

#1 Counter-Strike

Sound in Counter-Strike is crucial. It's quite hard to play without sound, and you probably won't do well at all. There are a lot of sound FX in CS, from footsteps that let you know where the enemies are, to gunshots that let you know which gun the enemy is using to grenades that give you an idea of what the enemy team is planning on doing. Sound provides you with a lot of information that will be very important to win rounds. There's even decoy grenades that allow you to trick the enemy, making them think you are somewhere else. Not to mention communication in the game, which is also essential.



#2 Boogeyman

This game is recently becoming quite popular. It's a horror game based on sound. Similar to Fight Nights at Freddy's, you are a kid sitting in your bed, and you're trying to survive from the claws of the almighty Boogeyman. There is four ways that he can sneak into your room, and you have to listen to the sounds of the entrances in order to prevent him from entering... with your flashlight... which is the only thing that the Boogeyman fears, i mean, obviously. Each entrance (the four entrances are the window, door, closet and vent by the way) make a different sound that you have to react to, but there's a twist: there are a lot of other, irrelevant sound FX that try to distract you from hearing the important sounds, making the game harder. You also run out of batteries in your flashlight, and have to pick up more batteries from under your bed, making yourself vulnerable to the scary, Boogeyman.



#3 League of Legends

In League of Legends, sound can be a huge factor. There are many players that turn the sound effects all the way up and all the other sounds down, just in order to have a faster reaction time so they can out-play their opponents. For example, each character in the have abilities, and each ability produces a distinctive sound effect, so when you hear an enemy producing a certain sound, you know they are casting an ability and you know what to expect. There is also sound for communication in the game, for example to warn team-mates that they are in a bad position, or to say that you're going to make a certain play.






1. List a range of music/FX sources

Royalty Free, Asset store, Produce your own content, Buy the rights from author.

2. Explain the purpose of music in 3 games

#1 The Elder Scrolls V: Skyrim - ambient music

The background music and nature sound FX play a big factor in this game, giving it a better feel for it and leading to an overall better experience in gameplay. The ambient music creates a sense of mystery within the exploration of the world in this game, making you think that there's always still so much to explore. It also creates a sense of adventure, conquer and realization. As you progress and complete certain stages in the game, the music changes, giving you a sense of plot advancement. Finally, the music is very different when you're exploring compared to when you're fighting a dragon for example. This defines the intro sequence, closing sequence and interactive adaptive background music.




#2 Burnout 3: Takedown - soundtrack

The soundtrack is one of the main reasons why this arcade game was so successful. It has perfect harmony with the gameplay. The genre is mainly early 2000's punk rock and the reason why it works with the gameplay it's because this game is all about speed and destruction. It sets a mood of adrenaline, speed and perfect rhythm. Because this is an arcade game, there's no sense of plot advancement or intro/closing sequence. Although, when you crash, the music stops, so that defines interactivity with music. 




#3 Outlast - background music

As we know, music and sound FX is one of the biggest factors in horror games. The background music in outlast is one of the main factors that makes the game stand out. There's different music for different situations, for example: if you're being chased, the music becomes very intense and starts building up, giving a sense of danger and fear; although, if you're exploring and you kinda lost sight of enemies, the music is different, and gives you a sense of mystery and suspense. Finally, the music in this game is also quite interactive with current situations as it was mentioned, as well as in plot advancement and sequences.





3. Legal considerations when obtaining music/FX

Copyright law
Trademarks
ASA
CAP
PRS



Thursday, 17 December 2015

ShapeMan

This is my version of ShapeMan.

Here are the videos with the commentaries:
 



and






and here are the documents:


https://docs.google.com/document/d/15MdeYPEnrBASsv10Kys8agpl4KdaMp6Ra09VOx0WEts/edit?usp=sharing



finally here is the initial game sketch:


Tuesday, 15 December 2015

Trends in the Gaming Industry

Top 5 trends in gaming at the moment



·        Live gaming broadcasts

Live gaming online broadcasts have been growing quite fast in the past couple of years. Websites like Twitch.tv, YouTube.com (although it’s not known for being a website where you can live broadcast, but it’s relatable to this topic nonetheless), - as well as minor ones such as Azubu.tv and also MLG.tv – are online venues for a huge video-game fan base. Twitch for example, is a live-streaming website, where you can broadcast almost anything you want – video-games, music, creative stuff like painting or designing a character and even just chatting about general things. You can also interact with the audience in the chat, with various, free and paid emoticons, and finally you can directly support the streamer by donating money or subscribing to their channel. These websites are now starting to be considered as potential careers. Because the gaming world is growing so fast and so is the audience for video-games, everyone wants to watch their favourite YouTubers/streamers shenanigans – and they are quickly becoming celebrities. Live gaming broadcasts are becoming big in the industry because it’s never really been seen in the past few years – it’s something original, and everyone seems to love it. For example, the most well know YouTubers can reach over 1 million, or even 2 million views per video, - and even more, if the video actually becomes viral - and the biggest streamers can get from 15 thousand live viewers, to 40 thousand and beyond. There's a lot of money involved in this trend: For example, live streamers and YouTubers, especially live streamers need exceptional good computers and a good internet connection, as well as other minor things which combined with the full setup can cost anywhere from £800 to (if you want the best of the best) £7000. This might seem like a lot of money, but it's not that much compared to what these people can actually make out of their job. "Sodapoppin", aka Chance Morris who is one of the most popular video-game streamers on Twitch, streams 10 hours a day to around 20K viewers, 8K subscribers and gets around 500 $5 minimum daily donations. It's estimated that he makes around $250K to $350K a year (excluding taxes I believe?). Although he's one of the biggest streamers, regular streamers can make enough to live of Twitch. Not to mention YouTubers, who can make millions. Also there are a lot of sponsors and partnerships involved, "million dollar deals", etc. Basically live streaming and YouTube has a lot more to it than just video-games.











·        F2P (Free to Play)

Free games. Not much to say about this, everyone loves free things. Open Source gaming has a huge community - for obvious reasons - and it’s growing every day. Plus, gaming is evolving, which means that games will only get better, and so are these free games, and so is the audience for free games. A lot of people say that games should be cheap to buy and cheap to play. Free to Play games take it to the next level. Even though some of the people who make free games are only trying to get noticed by bigger companies, there are people who make free games for the sake of it - so that the audience can freely enjoy their free entertainment. The main reason why free to play games are successful right now, it's because if people want to test it out, they can just do it, because they don't have to pay for it, and some of these games are actually worth a try - if people try it, like it and get addicted to it, you can be 100% sure that game will be successful. And another thing is, if you try out a free to play game and you didn't necessarily enjoy it, the only thing you lost was time - another advantage towards paid games. Examples of successful Free to Play games are: League of Legends, the most played game at the moment, with the biggest competitive scene and the largest community of players; Team Fortress 2, huge FPS game by Valve that became popular because of its originality; and many more: DOTA 2, Smite, Hearthstone, Tera, PlanetSide2, Warframe, etc... 









·        E-sports

“The most recent League of Legends World Championship tournament in Seoul, South Korea, (at the time, it was in 2012 I think) boasted 40,000 attendees, and 32 million people watching the 2 day event online. That’s just as many viewers as for the Sochi Olympics Opening Ceremony.” Even though it is severely criticized - for example, parents don't understand that kids and a lot of people watch other people play video games -, facts cannot be ignored. E-sports are quickly reaching the level of “real” sports, and that's even if they're not already there. It is said that e-sports will reach NFL's (National Football League) level within 1 or 2 years. Now, NFL is one of the biggest sports league out there, and in only 3/4 years, e-sports have already gotten to the level they are right now, having a bigger audience than NHL (National Hockey League) and now, they will potentially be overcoming NFL. It's without a doubt that E-sports are ballin' outta control right now, and this is apparently only the beginning... Everyone says that e-sports will rise to the top. Last year, League of Legends' World Championship, which is the biggest e-sport tournament (has a $1 million prize for the team who wins the tournament), gathered dozens of millions of total views. It won't take long until e-sports reaches the level of Super Bowl. Financial wise, e-sports is getting richer every day. The majority of games in e-sports consist of 5 players vs another 5 players; so there are a lot of teams in e-sports, and each team, obviously just like in sports, they need money to keep it going. E-sports hasn't really reached the level of sports, where there are transfers of players to other teams for money, although, that is becoming a thing now. Negotiations of players between teams are becoming a thing in e-sports. Not to mention that all the teams have sponsors of all types - even food companies.
So in conclusion, the audience is already huge, the financial power is growing and therefore E-sports are becoming the new sports.












·        Online game updates

Updating a game online. Nowadays, the majority of games (especially online games, such as League of Legends and Counter-Strike GO) are constantly being updated. Either game changes or bug fixes, even DLC, users can update their games by downloading the patches online. In the past, you used to buy a game (physically, as a CD) and just play it (if we want to go way back, where online gaming wasn't a thing, you would just buy the game and play it offline, and that would be the final version of the game. If the game had game-breaking glitches, there was really nothing that could be done about it.). Now, you can either buy a game online or in a store, and you can keep updating it as the developers release new patches. Even if it's not an online game, it can still be updated, and DLC can also be released. This is a huge thing in the gaming industry. Everyone accepted cloud gaming and it's seen in every game. Nowadays, if any game was released like the old-school way, not being updated at all, and being played in the same "patch" it was released at first, the game would either have to be a huge title already or it simply wouldn't be successful at all. DLC can also bring profit to the company - for example, Call of Duty DLCs all cost money. You cannot get the DLC if you don't pay for it. Call of Duty releases dozens of DLCs every time they make a new game, so they get millions and millions just from the DLC.





·        Online Gaming

Offline games are considered a waste of money by a lot of people. I can see why - you pay £50 for a game, you complete it and then you stop playing it, because there's nothing else to do on it. This doesn't happen with online games, since there's always content. Online games are the most played ones, and the most watched because they keep being updated and therefore there’s always something new in online games from time to time. The games keep changing which makes you wanna play more. In online games, you normally play against other players, which is what makes it fun. I remember when i personally played my first online game, which was Counter Strike 1.6, i was so excited, not because I was playing a video game, but because I was playing it with other people in the internet that I didn't know they even existed!! Online game are way more competitive compared to offline games for the same reason - you play against people with either a lower level of skill, same level or higher level which makes it super interesting. Also online games don't get boring as fast for the same reasons and also because in games like Counter-Strike or any other big online games, (especially MMORPGs, where there's always something to do) you can't really complete the game, and if you think about it, online games are like arcade games, there's always content. Another reason why online games are huge right now, it's because you can play with your friends, and also make new ones. You can co-op or play against them. In the Financial side of things, online games nowadays, and in the future will always overcome offline games. This is because most online games have a pay-to-win system (not necessarily pay-to-win, but surely 99% of online games have an option where you can spend real money to "support" the game makers), where you can buy things for real money that will give you an advantage or benefit you. The game makers get a lot of money from this system. Not to mention DLCs too. For example, if we look at MMORPGs, the majority of them has a pay-to-win system, like an item store, where you can buy better items to make your character stronger, and the only way to get these items is actually to pay real money for them. Now, if you get addicted to an MMORPG, it's almost certain that you're going to spend at the very least some of your pocket money on the item store.


















Top 5 future trends in gaming



·        Online content such as in YouTube and Twitch unlikely to continue being free to watch

With the huge growth of e-sports, websites like Twitch (which already charges optional subscriptions) and YouTube (which has recently introduced YouTube Red, a subscription based entertainment platform) most likely will be fully subscription based, and become even more similar to TV. There are a lot of reasons why this is happening, but the main one is money. There is already A LOT of money involved in these websites, and their financial power is only starting to grow - they have huge potential.
Also, as we know, TV is dying. The internet is taking over all the audiences. The younger audiences, as in teenagers, pretty much don't even watch TV anymore, including me. I went from watching TV 3/4 hours a day when i was around 10 YO to not watching TV at all pretty much right now. In the future, younger audiences might not even watch TV at all, if they follow the steps of the current generation. TV might die completely. Ok, i think you got the point. Now, it's easy to understand how TV is dying and YouTube as well as live streaming is rising: Firstly, these last two have a much bigger variety of content to watch, compared to the content you are obligated to watch on TV - like, you have more options on the internet. Secondly, it's free. And last but not least, there's almost nothing that grabs the younger audience's attention on TV anymore, which doesn't happens in the internet. Back to the initial point, and taking in mind everything i just said, it's very possible, almost inevitable that the free online content that we all know and love, won't be free for much longer. Especially with E-sports growing at such a fast pace, and quickly becoming as big as sports. In conclusion, we can say that YouTube and other websites are becoming the new TV.
PS: This isn't really a trend, i know, but I thought it would be relevant to talk about, and I really wanted to mention it.





















    
]
·       








·        Virtual Reality

Things like Oculus Rift, Google Cardboard and PlayStation VR have been announced and will be released in the near future, and have a huge potential to start changing the gaming industry. Everyone loves innovation, especially in gaming. The fans are always looking for something new, something revolutionary - like feeling as if you're IN the game! That's what virtual reality brings to the table. Virtual reality is something that some would have considered impossible like a decade ago, or at least unlikely or would've been invented many decades from then. It was considered a dream. - and that's why it's going to be pretty big. Some YouTubers have already tested it, and made videos on them, and people seem to love it. Everyone wants to try it out. Financial wise, VR is set to change the world of video games.“VR is happening here on a scale and with an energy you can’t believe,” he said. “The universities are pouring millions of dollars into it. I don’t think you went far enough in your article. Seriously, this is going to change everything.” - http://www.ft.com/cms/s/0/b29a3106-9761-11e5-9228-87e603d47bdc.html#ixzz3uE9aZi38 | http://www.ft.com/cms/s/0/b29a3106-9761-11e5-9228-87e603d47bdc.html#axzz3uE8xruwh
VR is going to be THE next big thing in gaming.




















·     Parents as gaming advocates

It’s already happening and it will grow even more. This generation's passion for gaming will pass onto the next generation - when today’s gamers grow up and have children, they will become their children’s "gaming educators" - they will get them into gaming. As you can tell, this will make the industry grow. "Through a recent survey of UK families, the channel found out that 75% of parents they surveyed now play video games with their children, and that children aged 10 or under take most of their gaming recommendations from their parents." - http://www.theguardian.com/technology/2015/jul/23/16-trends-that-will-change-the-games-industry
This is also beneficial for the families: Parents and children will automatically spend more time together, strengthening the relationships between them.
The market for this topic is already here, and it will eventually grow: consoles such as Wii-U and games such as Wii Sports, as well as many others are perfect for a well spent session with the whole family. Now, it's inevitable that this market will grow - because gaming is being taught from generation to generation, that means that the industry is growing which means that more games and consoles like this will be created.











·     Cloud Gaming


The idea of providing online gameplay-ability from various devices. "In 2010, Sony purchased streaming company GaiKai, and its technology is now helping power the PlayStation 4's cloud services." - http://mashable.com/2013/06/19/gaming-tech-trends/#QWQP0SJbNOqN . Sony also said that they will eventually allow PlayStation 4 games to be played on the handheld PS Vita. It's also said that this new technology will make games look much better, decrease loading times and increase the map size. Cloud gaming is basically the next big thing for consoles. "The actual game is stored, executed, and rendered on the remote operator's or game company's server and the video results are streamed directly to a consumer's computers over the internet." Financial wise, companies have been investing a lot on cloud gaming: Sony buying the streaming company GaiKai, and other companies such as Microsoft and OnLive have also been investing for a few years.












·     Augmented reality

What is Augmented reality you may ask? Well, "Augmented reality (AR) is the integration of digital information with live video or the user's environment in real time." - http://whatis.techtarget.com/definition/augmented-reality-AR
Basically, AR add new things to an existent image or picture. Why is this relevant? Because it has the potential to change gaming to a whole new level. It's just like we see in the movies, or even in our dreams - it's augmented reality."The key to augmented reality is the software. Augmented reality programs are written in special 3D augmented reality programs such as D'Fusion,  Unifye Viewer or FLARToolKit.  These programs allow the developer to tie animation or contextual digital information in the computer program to an augmented reality "marker" in the real world.". Right now, it can be used in mobile phones, but it is said that in a few years, it can move onto gaming, having the potential to create something completely different from what we've seen so far.