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| Anchor Appears in Intro Top Stories, Transition and Ending. Provides Overview for group. |
Special Guest Appears in Debate. Responds to Debates Character 1 + 2. |
Debate 1 Interviews + Responds to Special Guest and Debate Character 2. |
Debate 2 Interviews + Responds to Special Guest and Debate Character 1. |
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| Finance Responds to Financial News Timeline |
Weather Responds to Weather Graphics TimeLine |
Reporter Breaking news On the Scene. Ends with Short Dialogue Sequence with Anchor 1. |
Sports Responds to Sporting News Timeline |
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NewsProgram Characters
May
20,
2001
NewsProgram Timeline
May
20,
2001
NewsProgram (Top Stories)
May
11,
2001
Begins with a montage of the current news stories ordered in reverse chronological order in which they'll appear. 6 minutes 2 main news stories are covered with camera views, 1 live on the scene. Character interaction occurs at the end of each segment between the anchor and the onscene reporter. Onair dialog occurs as a wrap up at the end of each between both anchors in the camera studio. The final :30 seconds of this block is reserved for casual dialog recap between anchors.
NewsProgram (LocalNews)
May
11,
2001
Local news is covered by the secondary news anchor. Top segments have video cutaways and lasts for 1 minute. The remaining 3 minutes is reserved for anchor narration with a image thought window, in slideshow format.
NewsProgram (Sports)
May
11,
2001
This 3 minute segment is centered around graphical sports scores, interviews with atheletes, in-game action and a final wrap up that involves the entire onair news group.
NewsProgram (Finance)
May
11,
2001
This 2 minutes segment is character narration with a few cutaways to a diagram or graphic chart.
NewsProgram (Special Report)
May
11,
2001
This 2 minute "investigative report" places the anchor in a recorded report, splicing together time segments into a produced final presentation. The reporter encounters NPCs, with a couple of oncamera interviews.
NewsProgram (Final Segment)
May
11,
2001
This 2 minute segment involves casual conversation, between all the news characters, and ends with a camera zoom out to show the production studio the program was constructed from.
News Program (Commercials)
May
11,
2001
Commercial breaks are segments that break the orderly style of NewProgram. These segments are highly graphical with increased volume to jar to viewer. Blue screens are used at the end to promote an address, email, website and price for the product featured during the break.
NewsProgram (Debate)
May
11,
2001
This 4 minute segment involves 2 characters with equal active/repond time interactive with the other through events of agreement/disagreement. A special guest is introduced to enhance the polar relationships between both characters.
NewsProgram (Weather)
May
11,
2001
A 1 minute segment that begins with a throw from the secondary anchor with an active interaction between both the weather character and the secondary. This is followed by the presentation of the weather starting from a macro scale and incrementally working down to the local level. The final 5 seconds is a diagram of the next 3 days of weather, followed by a 5 second wrap up in dialog.
NewsProgram AI States
May
10,
2001
ActiveLook at Current Active Camera, Tween from last position onCamera Node Change, Cycle through Character Speak States. ActiveOut Debate DebateOut OnSceneCurrent OnSceneLocal SegmentIn SegmentOut Agree Disagree Rotate Away from speaking character, cycle through defiance animation frames Nod Concern
NewsProgram
November
16,
2000
NewsProgram is a 30 minute animated movie that simulates a broadcast television news shows. The goal of NewsProgram are to parody the idiosyncratic behaviors that arise when character personalities are represented through media and represent the visual narratives that evolve through facial and physical gestures. The animation runs in real-time as an game program. The final artwork will be distributed through network download. Everyday broadcast news shows shape time-sensitive information into visual presentations that are narrated live to viewing audiences. The style of delivery is carefully considered through appearance of the personality, interactions that appears on screen. Within the duration of these packages, time is allotted for a given number of segments. An example set of segments would include: Top Stories, Local News, Debate, Finance, Sports, and Weather. Every segment is further divided into sub-segments, arraigned for narrative cohesion, and remains in constant relationship to the shifting character personalities that appear within the show. Everyday this process is repeated, packages are created, and the formal construction of a media narrative are revealed. NewsProgram is based on this sublime media narrative. A cut-scene is a game design term that refers to movie sequences that appear during non-playing events and advances the overall game’s narrative. In the classic arcade game Ms. PacMan a primitive cut-scene is displayed after completing the first 3 levels. The game’s video screen momentarily appears black and an animation sequence begins. Mr. PacMan chases Ms. PacMan from right to left, then Ms. PacMan chases Mr. PacMan from left to right, finally each character meets in the middle of the screen with text that reads “When They first met”, audio is played, next level is displayed and game-play resumes. Players that are fortunate enough to advance through multiple levels, will see cut-scenes continually appear. Not only do these entertaining sequences provide rewards for a players’ accomplishments, they enable games with identical game-play to be distinguished from one another. Ms. Pacman is a obviously a sequel to Pacman, technically everything about these 2 games are identical, with the exception of cut-scenes. In the opening sequence of Super Mario64, trees, water and a castle are cinematically presented through the view of a swooping camera that flies through a 3 dimensional landscape. This sequence resolves to focus on a hollow pipe that Mario is dramatically shot out from. The camera tilts to keep Mario in view as gravity appears to pull him back towards solid ground, the game begins and Mario becomes the players’ avatar. Over time the inter-relationships between game-play and cut-scenes has become the most critical element of immersive game development. integration of narratives cut-scenes in games has become a standard critical element to the distinction one game from another. Mario 64, Metal Gear Solid and Grand Theft Auto have helped to redefined these sequences and solidified cut-scenes as standard as a advanced this. has become the status quo. Almost every video game created has some form of cut-scene contained inside. In Tomb-Raider a cut-scene appears,
A running timeline will alter the environment, set camera positions and enable characters to adapt to the existing narrative. This process of programming character entities to respond to changes during software run-time is a common method in game design. Semi-autonomous entities are are often referred to as NPCs or Non Playing Characters. As computers have become faster and games have become more immerse the continual invention of NPCs has flourished. "The newfound stature of game AI is readily visible to ordinary players. The Sims features a button on its preferences screen that lets you toggle "free will" on and off. Turn it off, and the characters become hapless puppets, relying on your instructions at every turn. Turn it on, and the Sims take on a life of their own: dancing, swimming, shooting pool, showering - all dictated by their ever-changing moods." Although there are a variety of forms of games and machina, the difference between the two is how a through time a narrative progresses. All Games, in some form or another require a player. As a player you are required to unlock, discover, or maneuver their way through a set of levels. In a common game levels are the milestones to narrative blocks. As the player achieves goal and advances through a games levels the narrative is advanced. In essence games narratives are dependent on players. Machinima does not require a player to advance a narrative; instead in its most objective form it excludes a player, and advances through time independently. Then as a narrative block then as a player the games narrative is dependent upon the users' ability to advance from level to level. <hr size=1> 1. Movies created in this format are considered to be a form of machine-animation or machinima.
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