Rochester Institute of Technology
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Theses
Thesis/Dissertation Collections
6-9-1997
Interactive computer/video game sampler
CD-ROM disc
Jeffrey Mariotti
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Recommended Citation
Rochester
Institute
of
Technology
A
Thesis
submitted
to the
Faculty
of
the
College
of
Imaging
Arts
and
Sciences
in
candidacy
for
the
degree
of
Master
of
Fine
Arts.
Interactive
Computer/Video
Game Sampler CD-ROM Disc
by
Jeffrey
T.
Mariotti
Approvals
Chief Advisor: Bob Keough
Date
7 -
?-
q - q
7
Associate Advisor: Jim Ver Hague
_
Date
7.
JI;-. '}
Z
Associate Advisor: Richard Zakia
-Date
1]-1"7 -
<f"1
Chairperson: Mary Ann Begland
Date
I7d1·fZ
I, Jeffrey Mariotti,
hereby grant permission to the Wallace Memorial
Library of
RIT
to reproduce my thesis in whole or in part. Any
repro-duction will not be for commerical use or profit.
Signature
_
"If
you can't express anidea
easily,
provide apicture"TABLE
OF CONTENTS
ACKNOWLEDGMENTS
ii
DEDICATION
iii
CHAPTER
1.
INTRODUCTION
1Goals
oftheStudy
Main Purpose
ofthisThesis
2.
CONCEPT DESIGN
3
Research
andDevelopment
withIllustrations
Processing
oftheIdea
The
Choice
ofMedia
tobe Used
The Intended
Audience3.
DESIGN PROCESS 14Processing
oftheIdea
to the ComputerMore Research
using
the InternetBrief Overviewof
my
Thought Process withIllustrations4.
THE FINAL
PROCESS 47CD-ROM
Burning
Preparation
for
Burning
ProcessCD-ROM
Burning
Process5.
SUMMARY.51
Concluding
RemarksBIBLIOGRAPHY.
52
ACKNOWLEDGMENTS
Thanks
toRIT,
tothe
Computer Graphics Design
Faculty
and all others thatgave metheir timeandadvicetosee me through thisproject.
Special
graditude goes to:To my Father: Lewis H. Mariotti
Chief Advisor: Bob Keough
Associate Advisor: Jim Ver Hague
DEDICATION
This
projectis
dedicated
tomy
parentsfor their time
and supportand peoplef-ENTER
ACT
Chapter 1
Introduction
Introduction
The
main purpose ofmy
thesis
is
to
create aninteractive Computer/Video
Game Sampler CD-ROM for
the
Computer/Video
gameenthusiast.The
proposeduseof
this thesis
is
a product whichis
based
on a periodicsubscription.The
name ofthe
productis
called"I-enter
Act"which stands
for "You
aretaking
part ofan
interactive
program."
The
purposeis
to
demonstrate
how
animation, graphics,
intuitive
interface
and sound cometogether to
make aninteractive
program.The
proposed use
is
to
be
a sampleCD-ROM disc for
the
computer/video game enthusiastwhichcontains
hot
new gamereleases,
gamesforthcoming,
new accessories andquick-time
movies of gamesin
action.Figure l(on
thenextpage),
is
anillustration
ofmy
posterfor
this thesis
whichgraphically
showsthe
goals ofthis
thesis.Ctf/riMtffif&i tMamtmi.
Welcome Jo: l-en
ter
Act
(You
are
taking
part
of entering
an
interactive
program,)
I
Presented
By:
Jeffrey
T, Mariotti
Purpose:
Demonstrate
hoiv
animation, graphics,
intuitive
interface
and sound come
together
to
make
an
interactive
I
program.
Proposed Use: To
be
a sample cd-rom
disc
for
the
computer/video
game
enthusiast.Containing
hot
new
releases,
games
coming,
ueiv accessories and quicktime
movies
of
games
in
action.
Based
on a
quarterly
1
subscription.Figure 1. Poster
for
Thesis Show
f-ENTER
ACT
Chapter
2
Concept Design
Concept
Design
The
creation of aninteractive CD-ROM
for
the
Computer/Video
gameenthusiast
is
dependent
onfour
major elements.They
are:1)
Animation,
2)
Graphics,
3)
Sound,
and4)
Intuitive User Interface.
Each
element acts as a system withthe
restin
creating
the
interactive
engine,
whichI
have
termed
asI-enter Act.
While
the
purpose ofthis
engine
for
my
thesis
is
focused
onthe
Computer
/Video
gameindustry,
the
same enginecan
be
usedfor
numerous other applications such as realestate, medical, multimedia,
andtutorials.
Figure
2,
illustrates
how
the
four
key
elementsinter-relate in
providing
the
customerwith an
interactive
controlfor reviewing
newvideogames, accessories,
and systems
for
allthe
popular game systems onthe market,
andthose new,
yetto
be
released.Design
Sketch
-Figure
2
''*-MT**.ff
The
intersection
ofthe
four
elementsforms
aconspicuously
looking
"eyeThus,
my
trademark
wasborn from
this
Figure
2
sketch.The logo
I
choseto
useis
the
human
eyewhichis
the
centerofthe
interactive
model.Please
referto
Figure
3.
Design Sketch
-Figure
3
In
conceptualizing my
idea
ofthe
I-enter Act
model,
I
had
to
think through
the
end usersbenefits
andhow I
wouldultimately
deliver
them
at a pricethey
wouldbe
willing
to
pay.Figure
4(on
nextpage)
illustrates
what elements mustbe
consideredwhendeveloping
a value propositionto the
enduser, the
consumer.The
definition
of valueproposition
from
a consumer's point of viewis
the
end usersbenefits
discounted
by
costorprice.
... -..:..-x-..:..-..v.w>,:._:..:..w..>;.>:.>:.:..-_.. --...^...^-. .-.->>-
-Design
Sketch
-Figure 4
Refer
to
Figure
5 for
the
consumer mathematicalvaluepropostion model.3
fmm
**>
Vauue"
::;<<<-vy.<<::';":>>:::-'*'::v****
Design Sketch
-Figure 5
It
canbe readily
seenthat
as price or cost goesup,
the
valueto
the
consumer goes
down.
So from
amarketing
sense, it
is
extremely
important
to
understandthe
market segmentthat
this
productis intended for
andthe
end userbenefits
in
whichthe
consumers are moreinterested.
Refering
back
to
Figure
4,
the
development
ofthe
value proposition requires an analysis of market segmentation and
identification
ofthe
target
market or customer group.Once
that
has been
analyzedthe
valueproposition canbe
clearly
stated.Figure 6
lists
the
key
enduser(consumer)
benefits.
D
.
:.'.:-;..:'.:::'.'
-S7
.jG/M2_? -^o^"rSlflSI
Design Sketch
-Figure
6
They
are:1)
It
mustbe
Informative, 2)
Interactive,
and3)
Intuitive
from
aease of use perspective.
In
orderto
understandthe
importance
ofthese
enduser(con-sumer)
benefits better
requires oneto
understandthe
marketsegmentationandtarget
customer.
Design
Sketch
-Figure 7
Figure
7
illustrates
how
the
marketis
segmented.It identifies
the
reasonhy
consumersbuy
games andthe
degree
to
whichthey
areinvolved
as gameplayers.In
lyzing
the
marketI felt
thatthe I-enter
Act
productis
suitablefor
all segments.In
order
to
understandmy
reasoning,it
is first
important
to
understanddefinitions
of each of
these marketsegments andprofiles.
Page 7
w
Definitions:
1)
Buyers
ofinteractiveComputer/Video
games.A.
Those
that
don't
play.B.
Those
that
do play
for
casual enjoyment.C.
Die-Hard Gamers
A
major source of entertainment.2)
Players
ofInteractive Computer/Video
games.A.
Early
Innovators
-motivated
by
newtechnology
andwilling
to
pay
a premiumto
be first.
B. Average Player
-excited about new
games,
but willing
to
waitfor
abargain.
C.
Bargain Basement Hunters
-motivated
by
priceand gofor
whatis
popular.3)
Buying
Behaviors
ofthe
three
marketsegmentsA.
Those
that
don't
play,
typically
do very little
research and aregenerally
motivatedby
markethype
and are price sensitive.B. Those
that
do
play,
go withthe
marketflow,
get somewhatpersonally
involved
in
gameplay
andtend to
look for
bargains,
but
areless
pricesensitive.
C. The die
-hard gamers aremotivatedby being
there
first,
tend to
do
extensive researchon
emerging
technology
advancements and what'snew
in
games,
systems and accessories.Figure
8
illustrates
the
degree
ofpurchaseinfluence for
the three
buyer
groups on
the
classicalproductlife
cyclecurve.** x>* *,__.
^,VV
,,,,.,.
^.,,,-,
Design Sketch
-Figure
8
The
verticalaxisdepicts
the
amountofrevenuedollars
ofproductsales as afunction
oftime.
The
marketsegmentation,i.e.,
early
innovators,
playersandbargain
basement
hunters,
cleary
showsthe
impact
each ofthe
buyer
groupshas
on revenue.The
early
inno
vators
have
the
least
impact,
but
their
acceptanceofthe
producthas
a majorinfluence
onthe
othertwo
buyer
groups.The
gamemedia,
i.e.,
magazines and usergroups,
usefeedback from
the
early
innovators
to
reportperformance
andacceptably
ofthe
new release.The
playersgenerally
readmagazines,i.e, PC
Gamer,
Computer
Gaming
World,
GameFametc...
to
make their
buying
decisions. The bargain
basement
hunters
usethe
home
newspapersales section and word of mouth on what
is
popularto
maketheir
buying
decisions. The
player and
bargain basement
groupsdrive
about
80%+
ofthe
revenues.In
the
final
analysis
I
believe
the
I-enter Act
productis
suitablefor
allthree
groupsbecause:
1.
Early
innovators,
whilethey
do
most oftheir
ownresearch,
willinvest in
the
I-enter Act
productbecause
it
will givethem
information
they
may
nothave
access
to.
2.
The
playersdon't
have
the time
northe
desire
to
spend aninordinate
amountoftime
doing
research.The I-enter
Act
product willbe
timely
andeasy
to
useto
make an
intelligent
buying
decision.
3.
The
bargain
basement hunters
need a quick reference upon whichto
maketheir
buying
decision. The
I-enter Act
product will meetthis
needby
providing
a quick andeasy
means ofgetting
to the
recommended products.Up
to now,
wehave developed
the
value propositionfor
the target
markets.Now
we mustdevelop
the
meansby
which we areto
deliver
this
valueto the
end consumer.
The
major componentofthe
valuedelivery
systemfor
the
presentis
the
CD-ROM
on a paid-for-periodicsubscription
basis.
The
reasonwhy
the
CD-ROM
wasselected
is
because
it is
an accepted standard ofcommunicating
onthe computer;
it is
capable of
storing
650
megabytes or more ofinformation, i.e.,
text,
animation,
graphicsand
sound,
is
portable andis easy
to
produce at aneconomical cost.Figure
9,
illustrates
my
thinking
ofthe
near andlong
term
delivery
medium.I/IS-*-vJt?
Design
Sketch
-Figure
9
Once
the
delivery
systemfor
the I-enter
Act
productis
understood,we candirect
ourattentionto the
final
phase ofthe
conceptdesign;
that
is,
communicating
the
value propositionto the
market groups.Figure
10,
illustrates the
means
by
whicheachtarget
group
willbe
approached.For
the
die hard
gamers, user groups willbe
approached
to
advertisetheI-enter Act
product.The
majorproductdevelopers
will
be
approached
to
include
the I-enter
Act
productin
theirproduct
brochures
and magazmes.The
I-enter
Act
product willbe
advertisedin
allthe
major game magazines,i.e.,
PC
Gamer,
Computer
Gaming
World,
Boot
Magazine,
Next,
Game Fan. In
addition,a web
site will
be
establishedfor I-enter Act
which willprovideweb surferswith a
sampling
ofthe
I-enter Act
product.The
same approach appliesto
the
playersgroup
sincethey
usethe
same channelsfor
information,
exceptthey
delay
their
buying
decision.
For
the
bar
gain
basement hunters
they
will notgenerally pay
for
the
I-enter Act
product.Therefore,
we will approach
the
computer and game storesto
buy
the
I-enter Act
product and provide
it
on a promotionbasis,
for
example,
during
Christmas
and other seasonal purchasetimes
with thehope
ofluring
them to their
store.In
additionthe
direct
mail and mailorder companies will
be
approached also.The
pricing
ofthe
I-enter Act
producthas
to
be
competitivewiththe
price of
the
game magazines and othersamplerCD-ROMs
onthe
markettoday.
Since
the
magazines rangefrom $5-$6
without asamplerCD-ROM
and$7-$8
with, the
I-enter Act
productfalls
in
aprice range of$4-$5.
If
typical
monthly
circulation volumesfor
each ofthe
magazinesnoted aboveis in
the
range of$25,000-$100,000
andI-enter Act
captures
10%
ofthis
volumeinitially,
this
would generate$10,000-$40,000
a monthin
revenues.
While
the
intent
ofthis thesis
is
to
focus
onthe
development
ofthe
idea,
I
willnot go
into
the
business
case aspectsin
this
publication.In
developing
the
conceptdesign,
I
have
addressedthe
majorcomponents,
which are:the
development,
the
delivery
andthe
communicationofthe valueproposition.
Figure
4,
illustrates
the
model usedin processing
my
idea
for
my
thesis.
By
understanding the target
marketgroups andtheir
needs,I
was ableto
createthe
I-enter
Act
product.Design
Sketch
-Figure
10
er
2
Design
Process
Before
I
gointo the
programs usedfor
this
thesis,
I
wouldlike
to
talk
about
the
researchI
did before I
actually
startedcreating my
thesis
onthe
computer.Being
already
a classifiedDie-Hard
Gamer,
myselfI
knew pretty
much,
whatI
neededto
know
already.But I
still needed moreresourcesto
call uponfor my
thesis.
The
majorresource
I
used andonly
resource wasthe
Internet. The Internet had
everything
I
neededto
researchfor
this thesis.
Figure
11 illustrates
my
productin
actionwith5
majorsections.
Figure 11
Figure 11 illustrates
the
5
sections.Game System
Specs,
System
Accessories,
Hot Game
Reviews,
Games In Action
andHot Games Coming. The Game
System Specs
Section
revealsthe
four
major gamesystems onthe
market,i.e.,
Nintendo
64
by
Nintendo,
Sega Saturn
by
Sega,
Sony
Playstation
by
Sony
andthe
Personal
Computer.
This
sectioninforms
the
consumerthe
technicalspec sheetsfor
eachofthesesystems
quickly
withthe
clickofthe
mousebutton.
In
orderfor
meto
getthe
specsfor
eachsystem,
I
usedthe
internet
to
getinformation.
on eachcompany's web page.
The
addresses are asfollows:
l)http://www.Nintendo.com
(Nintendo
ofAmerica), 2)
http://www.SOA.com(Sega
ofAmerica,
3)
http://www.Sony.com
orhttp://www.Playstation.com(Sony
Corporation).
The
personal computer systemis
based
on custombuilding
your computerto
play
games
faster
andbetter.
I
build
computersfor
peoplefor
games andheavy
graphicswork;
somy knowledge
in
computers wasvery helpful. The
majorcomponentsthat
makeup
a computer are asfollows,
l)Motherboard,
2)CPU(Central
Processing
Unit),
3)
Ram(Random
Access
Memory),
4)
Video
Card
and5)
Hard Drive. In
the
Personal Computer
Spec
Section,
I
recommendthe
best
partsto
usefor
these
major components
for better
gameplay
onthe
computer.By
using
the term
"personnal
computer"I
am notreferring
to
Macintosh
computers,
I
amreferring
to the
Intel
based
computers;
because
ayear agowhenI
began
this thesis the
Macintosh
computerwas nota powerfulenough computer
to
play
games andit
did
nothave
the
support ofgame companiesmaking
games.Now
this
has
allchanged.Technology
in
the
computerindustry
accelerates
very rapidly
and changes aboutevery
6
months.The
researchI
did for
the
personal computer consisted of
studying
whatthe
best
componentswerefor gameplay
onthe computer, then
wentto those
companiesweb pagesto
understandthe
price/performance
benefit
to the
consumeroverthe
otherbrand.
The
System
Accessories
section givesthe
consumer what accessories orperipherals areavailible at
that time
for
the
game systemsavailable,
i.e., joysticks,
memory
cards,
andany
other
devices
that
are compatible withthat
game system.For
this
sectionI
alsousedthe
game
company
web pages andany
othercompany
that
wasmaking
accessoriesfor
those
systems
in
my
sampler cd-romdisc. The
nextsection,
Hot Game
Reviews informs
the
consumerabout
the
newest games onthe market,
a review ofthe
gameandmy
test
results of
the
gamein
terms
ofgameplay, graphics,
music and soundeffects.I
ratedthe
games on a
letter basis. For
example,
A+ is
the
best
andF
is
don't
buy
this
gamewhateveryou
do. So
for
each game reviewedI
give afinal
gradefor
the
game.The
reviewgives a
background
for
eachgame,
whocreatedthe game, the
story
ofthe game,
whatgenre
this
gamefits
into,
the
features
this
gamehas
andfinally
my grading
onplaying
this
game.Figure
12,
illustrates
this.
Title:Alien
Trilogy
Developer:Robe
Genre:3Dfirstperspectiveshooting game
-Over30levelsof play.
-Arsenaloflethalweapons. -Facealltheenemiesfromthemovies
suchas,facehuggers,chestbursters.
dog
aliens, adult aliens, and3big
queenaliens.- Incredible3DgraphicsjustliieDoom
by
Idsoftware.
- Incrediblesound effects and an
awesome musicsoundtrack. -For1player.
j^^smmmmm
B
In
this
sectionthe
research wasbased
onmy
playing
the
game andthe
gamecompany
web pages who madethe
game.The
nextsection,
Games
in Action
actually
shows
the
gamebeing
played.Think
ofthis
section as aVCR deck.
Each
game wasrecorded and saved
in
aQuicktime format
whichI
willdiscuss
later. This
sectionwas
my
ownidea
and no research wasdone
here. The
last
section,
Hot
Games
Coming,
is
the
same asthe
Hot
Game
Reviews,
the
only difference
is
that these
games were notreleased
yet,
they
wereonly
previews ofthe
games.The
researchhere
wasbased
onpre-released sheets and
insider
information
ofthe
webto
bring
hot details
aboutthese
games.At
the time that
I
conceivedthe
I-enter Act
productin
1995,
it
wasvery
unique.Since
then,
productshave
cometo the
market which come closeto the
feature
/functionality,
but
not
entirely
in
that the
I-enter Act is
the
only
productthat
I
know
ofthat
offers realtimeQuicktime
movies of actual scenes of gamesbeing
played.The
researchfor
this thesis
wasbased primarily
onmy
ownexperience;been
playing
games sinceI
was8. 1
am adie-hard
gamer and
early
innovator
in
that
getting
this
information
was quickandeasy
offthe
internet
andfrom my
ownknowledge.
Being
anearly
innovator
I
already knew
aboutthese
games andplayed and seenmost ofthem,
soI
usedthem
for my
thesis.
My
thesis
was
just
a pointin
time
in
whatI
do
everyday,that
is
playing
games,
living
games,
making
games andreading constantly
andlistening
to
live
usergroups etc...Creating
I-enter
Act
In creating
my
thesis
I
usedmany
applicationsto
createthe graphics,
animations,
intuitive interactive interface
and music .The
first
step
I
took
wasto
create astoryboard
for my
thesis.
The
beginning
introduction
ofmy
thesis
is
aspaceship
in
space onits way
to
exploring
the
universe.On
this
journey
the
ship
stops and asmallership
is
sentto
anunexploredplanet where
the
commanderinstructs
the
userto
find
an ancient artifact of greatpower.Next,
the
scene opensup
onthe
planet andit
is
up
to
the
userto
find
this
artifact.Once
the
userfinds
this
artifacthe/she
is
then transported
to
my
program.This is
the
story-board I
usedfor my
thesis
sothe
first
thing
I
had
to
do
wasto
create a3d
animationfor
the
opening
sequence allthe
way up
to the
planet scene.The
programI
usedfor
the
3D
animations
is
called3d Studio Max
by
Autodesk. This
programis
only
availableon
PC
and not onMacintosh
computersby
Apple. It
took
me aroundtwo
monthsto
complete.
Figure 13
illustrates
the
spaceship
in
the
opening
scene.Figure 13
In
this
renderedimage
the
ship
is
very
big. I
madeit
that
way because
mothershipsin
sciencefiction are gigantic
in
size.The
first
scene opensup
with afairly big
ship
flying
in
space as
the
camera pans overthe
ship.This
ship
was constructedfrom
regular primitiveshapes,
i.
e., cubes,
spheres etc...The
ship
is
awireframemodel; the
frame
structure of anobject made
up
ofconnecting
dots. Figure
14
illustrates
this
below.
&H
:::AA>aA^aa,a;:,>:^Aa,, :>::.<::.>:>.--y^ >:::>;: :'-'-':
Figure 14
This
pictureis
a shotfrom
the
camera positionin 3d
Studio
Max
showing
the
ship
asawireframe model.
Next
waschoosing
the textures
for
the
ship.Textures
arebit-mapped
images
of materials andtheir
properties.I
used a method called"Texture
Mapping,"a process
by
which you selectthe
wireframe modelthat
you create andapply
atexture
to
it.
This
processtakes
that
texture
and wrapsit
aroundthe
wireframemodel.This
process gives your model a realistic appearance
to
whateveryouimagined.
The
neg
ative side
to texture
mapping
is
that
sometimes whenthe texture
wraps aroundthe
model or
wireframe,
it
doesn't wrap
allthe
way because
the
size ofthe texture
is
too
smallfor
the
model.In
that
case you must makethe texture
bigger
to
fit
your model.Throughout
my
animation andplanetscenesthis
is
whatI did. The
nextfour
pages aremore
illustrations
ofthis
process shownabovefrom
various scenesfrom my
thesis.
Figure
15
Figure 15
illustrates the
second rendered scene wherethe
mothership
stopsin
spacein
a nebula and preparesfor
the
smaller crusiership
to
take
offfrom
the
mother-ship.
Figure 16
Figure
16
illustrates
the
wireframe model ofFigure
15.
Figure
17
Figure 17
illustrates
the
sceneinside
the
mothership
withthe
cruiserready
to take
offin
flight
to
its
destination. This
is
known
asthe
hanger deck.
;:
;V';''
M
s^^v-.fe
!
1
i. ;A"^M-:
;i
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. '..'.' '"''.'. : i ''!'i"'iv.
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-, -} '
/ '.'..;' ' '
' -''''.''-_[ wD j; l:.'>> ">,,
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i
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i
' j ''i --,_' ' " " "'''':' ' ~. fe* aBBs" * -!^!:'. i
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i
/'_
:
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i:'-If;
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IfiiMMSI
Figure 18
Figure
18
illustrates
the
wireframemodel ofFigure
17.
Figure 19
Figure
19
illustrates
the
cruisership
leaving
the
mothership
andgoing
to
its
destination.
Figure 20
the
scene.In
Figure
20,
the
cruisership
is
going
to the
planetonthe
righthand
side ofFigure
21
Figure
21
illustrates
the
wireframe model ofFigure
20.
Figure 22
Figure 22
illustrates
the
commanderofthe
mothership.He instructs
the
user
to
find
anancient artifactonthe
planet surface."" -
'-''-"... ,.,.-,-,.,...,,...-.-.:...-..,,.,;.;
,-Figure
23
Figure 23 illustrates
the
wireframemodel ofFigure
22.
Figure 24
Figure
24
illustrates
the
ancientartifactthe
commander refersto.
This
artifact is
the
connectionbetween
the
story
part andmy
program.Figure 25
Figure 25 illustrates
the
wireframe modelofFigure 24.
Figure
26
Figure 26
illustrates
the
last
sceneofthe
animation
whenthe
planetforms
into
the
eye andthe text
comes out ofthe
screen
to
form
my logo.
Figure
27
Figure 27 illustrates
the
wireframe model ofFigure
26.
The
program nowloads
and goesto the
planet scene.The
nextscreenshots are not
taken
from
3d animations,
but from
actually
rendered scenesI
createdin 3d
Studio
Max. The brief
storyboard aboveillustrates
the
actual scenesfrom
the
moving
animation
from my
thesis.
I
basically
did
abrief
overview ofthis
storyboardto
showmy
idea,
andhow
I
thought the
processthrough.
Figure 28
illustrates
the
first
sceneonthe
planetwhenyou
leave
yourcruiser ship.Figure 28
Figure 29
Figure
29
illustrates the
wireframemodelfor
this
scene.Figure
30
Figure
30
illustrates
the
second scene onthe
planet wherethe
user musttravel
forward
to the
entranceofthe
pyramidin the
distance.
"^'.-^'.W^"";-'
J:~'.-r.*,-iT..:.;-,:,Tv>.-^~',t-,^>.J.j^^.,-_..._
Figure
31
Figure 31
illustrates
the
wireframemodelfor
Figure
30.
Figure
32
Figure 32 illustrates
the
last
scene wherethe
user must makehis/her way
up
to the
altar and getthe
artifact.Figure 33
Figure
33
illustrates
the
wireframe modelfor
Figure 32.
Figure
34
Figure 34 illustrates
the
small3d
animationshowing
the
user.He/she
has
finally
found
the
artifactof great power.In
this
scenethe
armsgrap
the
artifact andpick
it
up,
looking
atit.
The
small redlight
in
the
orbor globe pulsates andfinally
trans
ports
the
userfrom
the
smalllittle
gamerelatedstory
to
my
program,
I-enter Act.
" -.-'
''' '" "'
Figure
35
Figure
35
illustrates
the
wireframe modelfor
Figure 34.
This
endsthe
3d
animation section ofmy
thesis.
The
next section will provide a
brief
overview ofthe the
image
manipulation ofthe
rendered scenesfrom 3d
Studio Max
and scenesfrom
the
interactive
userinterface,
the
Quicktime
movie sectionwhich
is
the
Games
in
Action
sectionfrom
Figure
11,
andfinally
how
the
music wascreated.
In
orderto
design
the
interactive
userinterface,
I
first had
to
organizewhereI
wasgoing
withthe 3d
animation.I
usedthe
animation asatool to
bring
the
userinto
my
program.I
wantedthe
userto
take
partin
finding
this
ancient artifact.This
wasin
a
way like
a gameto
getthe
userfrom
pointA,
that
being
wherehe/she
is
onthe
planet,
to
pointB,
that
being
my
program.I
decided
to
makethe
planet sceneinteractive,
sothat the
user canfreely
move aroundthe
environment andjust
look
around.By
pressing
in
eitherdirection, i.e., Left, Right,
andForward,
the
user can movegiving
asense of realism.
The
user can nowinteractively
click onthe
mousedirection
he/she
wantsto
goby
use of an arrow onthe
screen.When
the
icon
onthe
screenis
an
arrow,
the
user can movein
that
direction.
Figure
36
illustrates
the
first
sceneonthe
planet.
Looking
atthis
illustration,
one can seethe
arrow whichhas
a color code ofblue.
This is
the
arrow wherethe
user can go eitherleft
or right.In
this
particular scene whenthe
arrowis
movedto
the
center ofthe scene,
the
arrowdisappears.
This is
to
tell
the
userhe/she
cannot gothere.
The
questionmarkin
Figure
36
(color
code ofred) is
abutton,
that
whenclicked,
brings
the
userto
the
help
menu ofinstructions
onhow
to
usethis
interface.
Next,
the
"skip"button (color
codeofgreen)
whenclicked,
brings
the
userto
the
actual program and skipsthe
smallstory
game.Figure 37 illustrates
the
"+"
symbol
(color
code ofblue)
that
allowsthe
userto
goforward
through the
smallinteractive
world
I
created.--'- ."... . ...
Figure
37
Figure 38 illustrates
the
planet chart.This is
a smallchartto
showmy
thought
process ofmy
interface
design for
the
first
interface.
Skip
ButtonRight
Figure
38
The
planet chartis
whatI
usedfor
the
wholefirst
interface.
Now
the
second
interface is
the
actual program.This
was createdin
the
sameway
asthe
planet sceneinterface,
simplebut
effective.Once
the
useris
brought
to the
secondinterface,
eitherthrough
the
skip button
orfinding
this
artifact andthen
being
transported,
the
userhas
anew screen
to
explore with whichis
broken
down
into
sections.These
sectionsI
talked
about
in
the
beginning
ofthis
chapter.This
being
the
Game
System
Section,
System
Accessories,
etc...Figure 39 illustrates
this.
Figure 39
Figure
40
illustrates
the
I-enter Act Interface Chart. This
chart showsthe
sections and where
they
lead
the
userto.
The
greenline
representsthat
eachsectionhas
a"menu
button"
which,
when pressedby
the
userfrom
the mouse,
sendsthe
userback
to the
menu screen orFigure 39.
I-enter Act Interface Chart
Restart Button=Starts Program fromthebeginning
iPf**"^. Hot Cm. review.
'a&iajl.-*:_, '(ass
Color Code:
Menu
Coca(tack lo Goes To
Figure
40
Figure 41
illustrates
the
functional
operationmodelofmy
thesis.This
chartshows
the
breakup
of a sectioninto its
functionality.
I
usedthis technique
which wasrepeated
for
allthe
sectionsin
my
thesis.
This
model gives anexamplefrom
the
Hot
Game Review Section.
Functional Operation
ofthe I-enter Act Model
Personnel ComputerReviewSection
NintendoH ReviewSection
Color Code:
.Goes back lopreviouspajte
GoestoMenupage
Goestone\t page
Figure
41
Programming
The
programming
ofthis
interface
wasdone
in
Macromedia
Director
4.0.
Director
allows
the
operatorto
create a multimedia application or programby bringing
in
images,
animation
movies, sounds,
music etc.It is
the
all purpose multimedia package which
took
my
thought
process andbrought
it
to
life. Director
uses alanguage
calledLingo
to
program
how
your applicationwill run.With
lingo
youhave
to
learn
the
language
andpractice
hard
enoughto
get what you want.This
chapter ofmy
thesis
coversmy
thought
process and not
the technical
jargon
associated with programming.Another
programI
used
heavily
is Adobe Photoshop. This
programis
animage
manipulating
softwarepackage
that
allowsthe
operatorto take
any image format file
and changeits
properties,
i.e.,
colorbalance, brightness,
contrastetc...Adobe
Photoshop
has
Plugin
Filters
whichallows
the
operatorto
add effectsto the
image
they
created,
i.e.,
rippleeffects,
waveeffects,
addlens flare
effects etc...I
createdthe
interface image
and allthe
screenimages
in
the
secondinterface
sectionofmy
thesis
as representedin Figure
12,
Figure
39,
etc...in
Adobe Photoshop.
However,
withmy
thesis
I
mainly
usedthis
programto
convert16-bit
images
to
8-bit images.
16
bit
refersto the
amount of color whichwouldbe
thousands
ofcolors on screen.
8-bit
refersto
256
colorson screen.I
took
allmy
scenesfrom my
3d
animations and other
images I
createdfor
the
secondinterface
sectionand convertedthem
from
16-bit
to
8-bit
color,
because for
Director
to
operateoptimally
these
images
mustbe
256
colors.This
concludesthe
thoughtprocessofthe
interface
design;
nextis
to
showbriefly
how
the
game movies werecreatedin
the
Games In
Action Section.
Procedure
for
Recording
the
Games
_ ...
Game System
Video Cassette
Deck
....
Video Cassette Tape
Color Code:
Video
out ofGame System
toVideo
in
ofVCR
Audio Right
out ofGame System
toAudio Right
in
ofVCR
Audio Left
outofGame System
toAudio Left in
ofVCR
Recorded
toaVCR
Tape
Figure 42
Figure
42 illustrates
the
procedurethat
I
usedto
recordthe
smallsample ofthe
game actually
being
played.I
first
putthe
gamein
the system,
loaded
it
up
and sentthe
video andaudio signals
from
the
game systemto the
VCR deck
that
is
connectedto
my
monitor.I
useda standard vhs
tape
high-grade
to
get a good picturequality.When
I
wasdone,
I
then took
my
vcrdeck
withthe
tape
of allthe
recorded samples ofthe
gamesI
wantedto
include in
my
thesis
and sentthe
videoand audio signalsto
my
Macintosh. The
computer
I
usedfor
this
is
aMacintosh 7100/80mhz
cpuwith audioandvideoinput
support.
Figure
43 illustrates
how I
connectedit
to the
computer.Procedure for
Recording
Games
to
Computer
Video
Cassette Deck A/V MacintoshComputer;. . . .... . .
...
Quicktime Movie File
- i
Color Code:
Virionout
from VCR Deck
to Videoin
ofComputerAudio
R&htoSlfrom VCR
Deck
toAudio Right
in ofComput
AudioLeftout
from
VCR Deck to AudioLeft
in ofComputer
Quicktime
Movie File (.MOV)
On my Macintosh
computerI
used avery
simpleprogramthat
comeswithevery
Macin
tosh
whenpurchased calledFushion Recorder.
This
program allows
the
operatorto
cap
ture
live
videofrom
a videosource,
i.e,
vcrdeck,
video camera.Therefore,
allI
did
wasrecord
the
samplesoffthe
vcrtape
to
the
computer.What
this
programdoes
is
to
digitally
recordthe
videofrom
those
sourcesI
mentioned.But,
there
are somedraw
backs
to
digital
video.The
longer
onerecords, the
bigger
the
file
size gets.This
eats
up
more of yourhardrive
space on your computer.This
causes slower playbackwhen you
play
yourdigital
movie.But,
onthe
plus sidethere
is
atechnique
calledcompression.
Compression
takes
the
final
movie and cuts outframes
that
are notneeded,
and
in
sodoing,
makesthe
file
size smaller.But,
even withcompression, there
aredraw
backs. Compression
causeslesser
image
quality
ofthe
movie, and could cause pixelationof
the
image
when not setto the
right compressionformat. I
used avideo compressionformat
onmy
recorded samplesgiving
smallfile
sizes,
goodimage
quality
and smootherplay,
and good sound quality.When I
finished my
movies onFushion
Recorder,
I
saved
them
asindependent
files,
meaning
that those
moviefiles don't depend
onany
other
files
to
runproperly.I
savedthem
witha video compression ofmediumquality
andsaved
them
asQuicktime
moviesbecause
I
had
to
bring
them
into Director. I
did
the
same process with
my
3d
animations.In 3d
Studio
Max
whenI
wasdone
withthe
animation,
I
had
the
program renderthe
final
animationand saveit
to
Quicktime
movieformat
soI
couldbring
it
into Director. Quicktime Movie Format is
a standardthat
wasdeveloped
by
Apple
for saving digital
captured videoto
disk
and givesthe
operatortotal
control over certain aspects,such
as, the
play
button, forward,
reverse,
etc..just
like
avcrdeck.
Figure 44 illustrates
what aquicktime movielooks like
withthe
vcr-like controls.Quicktime
Movie
Example
Digital Video Window
Sound
Adjustment
Play
Button
Fast
RewindFast Forward
Figure 44
Figure
45
Figure
45
illustrates
the
Quicktime
moviesin the
Director
program ofmy
thesis.
The
userhas
the
ablity
to
play
the
moviesin
any
order or even atthe
sametime.
He/she
canplay,
adjustthe sound,
fast forward
and evenfast
reversethe
movies.Very
interactive
for
the
user.This
concludesthe
Games
in
Action
section.Finally,
the
creationof
the
music and sound effectsis
next.For
the
planet scenesI
had
to
decide
which sound effects wouldhelp
addto
the
environment.The
first
scene,
Figure
28
looks like
it
is
in
a sort of peacful place withmainly
greenhills
and a road.Here,
I
used abird
sound effect.When
the
useris
looking
aroundhe/she
canhear
the
birds
chirping.For
the
secondscene,
Figure
30,
1
used a wind soundeffect,
because
in
sandy
areasit
is
heavy
winds.For
the
last
scene,
Figure
32,
I
used atorch
sound effect.It
givesthe
illusion
that the
flaming
torches
are crackling.In
doing
these
sound effectsI
used aCD-ROM
entitled"SoundEdit
16"by
Macromedia.
This
CD-ROM
contains over300
sound effects.These
sound effects are16-bit AIFF
files
which
may be
imported
directly
into
Soundedit
16
orany
other applicationthat
supportsAIFF
soundfiles,
such asDirector. The
music was created on aRoland MK2
Keyboard
withaKorg
05R/W
Sound
Module.
I
wrotefive
songsfor my
thesis.The first song
opensthe
3d
animation atthe
beginning
andis
anatmosphereictune
for
space.I
get a sense ofexploration whenI
play
this
tune.The
nextsong
is
when
the
commanderis
talking
to the
userto
find
the
artifact.Here
this
song
is just
afill-in
to
keep
the
userinterested.
The
nextsong
is
the
first
planetscene,
whichwashard
to
writebecause I
wantedit
to
be
another explorationtheme.In
the
nextscene, the
pyramidappears,
andthis
song has
anEgyptian
soundto
it.
Finally,
for
the
last
scenein
the
chapelthere
wasnomusic,
untilthe
scenecutsto the
small3d
animation.I
madethis
last
musicvery
energeticto
getthe
user excitedin
what was next.Figure 46
illustrates
the
procedureI followed
to
recordmy
musicfrom
the
keyboard
to
computer.Procedure
for
Recording
the
Music
---.-..-.
Roland Keyboard
i
- -.-.. ... ....A/V
Computer
.... .. ..
- .-.--. ... .. . ...
AIFF Sound
File
Color Code:
N/A
Audio
Right
out ofKeyboard
to
Audio Right in
ofcomputerAudio
Left
out ofKeyboard
to
Audio
Left
in of computer-Recordedand saved as a
AIFF
Sound File
Figure
46
The
programI
usedto
recordthe
music wasSoundEdit
16
by
Macromedia. This
programis
similarto
Fushion
Recorder
in
that it
allows youto
recordrealtime
music and soundfrom any
source,
i.e.,
vcrdeck, keyboard,
microphoneetc.It
allows youto
editthe
sounds
anyway
youwantit.
I
recordedthe
sound as8-bit,
stereo,
at allkhz
sound quality.This setting
is
the
standardsetting for
good sound quality.The
drawbacks
are similarto
Fushion
Recorder
in
that the
longer
you recordthe
sounds or musicthe
bigger
the
file
size.There
is
compression,
but
I
didn't
useit
because
it
degrades
the
soundquality
heavily. I
used8-bit
audio alsobecause
Director
prefers8-bit
audio over16-bit
audiojust
like
the
images I
talked
about earlier.The
reasonDirector
prefers8-bit
than
16-bit
audiois
because,
if it
is
16-bit
audio, there
is
more audioto process,
andDirector
will needmoreRAM
from
yourcomputer
to
run16-bit
audiofiles
properly.If
the
computerdoesn't
have
enoughRAM
the
music or sound effects willskip
whenplayed and willslowthe
applicationdown. In
my
computerI
have
32 MB
ofRAM. It's just
notenough.You
need about64 MB
ofRAM
ormore.However,
the
difference
between 16-bit
and8-bit
audiois
not worthit
for
Director because 8-bit
sound will sound good enough withoutslowing
the
wholeapplication
down.
This
concludeshow
the
sound effects andmusic were created andmy
thought
processin
getting
it
to
computer.f*ENTER
ACT
Chapter
4 Final Process
CD-RQM
Burning
Process
The
last
andfinal
process wastaking
my
thesis
andputting
it
onto a cd-romdisc. A
standard74
minutecddisc
canhold
650
megabytesofinformation
whichis
alot.My
thesis
cameto
about129
megabytes ofinformation
with allthe
images,
Quicktime
movies,
musicand sound effects.The
first step
wasto take
my
thesis
in
Director
andcreate a projector
file.
A
projectorfile
is
nothing
morethan
a stand alonefile
of whatI
created
in
Director,
withoutthe
hassle
ofopening
Director
andthen
loading
that
file
you created.
This
thesis
wasintended
to
be
ahybrid
cd-romdisc
in
that
it
works onboth
PC
andMacintosh
computers.I
had
to take the
Macintosh director file
and create a projectorfile.
For
the
PC
I
had
to take the
PC Director
file
and also create a projectorfile.
Now I
have
both
the
Macintosh
projectorfile
created andthe
PC
projectorfile
created.Figure
47,
on
the
nextpage,
illustrates
the
projector optionsthat
Director
allowsthe
operatorto
configure
his/her
program andhow
it is
going
to
play
The
settingsin
this
figure
arewhatI
used
to
createmy
projectorfiles from.
The
projectorfile
mustbe
within afolder
that
has
all
the
images
used,
any
otherDirector
files,
Quicktime
movies,
soundfiles
etc.Without
those
the
projectorfile
willnot workcorrectly.Director
createslinks;
soif
youhave
aQuicktime
movie,
everytimethat
movieis
played,
Director
callsthat
file from
whereit is
stored,
i.e., harddrive,
cd-rom,andany
type
of storagedevice.
This
also appliesto
image
files,
soundfiles
etc...This
is
a criticalstep
to
getthe
programcreatedin
Director
to
play
optimally
onthe
Macintosh
andPC
computers.The
checkeditems in
the
projectoroptions screen show
that,
for
the
Macintosh
computer,it
willplay
onallMacintosh
systems
in
the
marketandfor
the
PC
also,
but
mustbe
played on aPC
systemrunning
Projector Options
for
Mac
andPc
Projector Options :..
Crealefor: Ml MacintoshModels OK
Playback:3Play EueryMouie
|__.Animatein Background
Options: 0Full Screen
Stage Size: Use Motile Settings
OMatchFirstMouse
[0Center
?Reset Monitor to Match Mouie'sColor Depth
Media: EDuplicateCast Members for fasterLoading
Memory:E)Use SystemTemporary Memory
Cantel
)
(
HelpMacintosh Director Projector Options
.>\';,'
:WrA
:PAfiiavj&tg ki Sackgt'OUfid
: OjJtiws; .'fiFuji Screen . '"<""
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Pc
Director ProjectorOptions
Figure 47
files
andto
test
them
anumberoftimes
before
the
cd-romburning
process.I
tested the
Mac
projectorfile
andfound
noproblems.The Mac
side wasdone. The
PC
sidealso wentsmoothly
in
that
I
tested
it
also a couple oftimes
with no problems.Now I
wasready
to
take that
data
andburn
it
to
a cd-romdisc. I
used aKodak
cd-writerthat
is
capable ofwriting up
to
a2x
speed and readsup
to
4x
speed.In
orderto
actually burn
it
to
acd-romdisc
I
used a program called "Toast"by
Miles Software.
It
allowsthe
operatorto
customize whatever
they
wantto specify,
i.e.,
Mac
only
cd-rom,
Pc
only
cd-rom,
hybrid
cd-rom(bothPc
andMac
on one cd-romdisc),
cd-audiodisc,
etc...So
I
chose ahybrid disk.
This
applicationwilltake
both
projectorfiles
andtheir
contents andburn
it
to
one cd-romdisk
capable ofbeing
usedoneitheraMacintosh
computeroraPC
computer.
The
whole purposeofthesis
wasto
make aquality
productand packagethat
can
be
used onthe
home Macintosh
andPC
market computers.The last
step
nowwasto
create anattractive cd-rom cover
for
the
case.Figure 48 illustrates
a scannedimage
ofthe
actual cd-rom casewith
the insertions
in
placeto
showhow
it looks.
Figure 48
The
front
cover ofmy
thesis
wastaken
from
the
animation atthe
beginning
ofmy
I-enter-Act
product(
Refer
to
Figure
26). I
took
that
renderedimage
andbrought
it into Adobe
Photoshop.
Here,
I
used a plugin calledthe
page curl.That is
how
I
createdthe
page-curl
in
the
right corner ofthe
image.
I
then took that
empty
spacebetween
the
pagecurlto the
end ofthe
image
and applied anotherfilter
effect called rendered cloudsto
get thatgrayish
heavy
cloudlook. The back image
is
the
renderedimage
ofthe
chapel scenefrom
the
planet scenes.I
usedthis
image
because
the
artifactis
the
wholeconnectionbetween
the
gamestory
partto the
actualprogram.Next,
I
addedfour images
from
the
programto
showthe
customerwhatto
expectin
this
periodic subscription ofI-enter
Act.
Lastly,
I
added
the
PC
requirements andMac
requirements sectionin
the
lower
righthand
cornerof
the
back
cover.This
lets
the
customerknow
whichtypeof required componentstheir
computermust
have
in
orderto
runmy
program.Such
componentsare,
4x
cd-romdrive,
8
megs ofram,
16-bit
color etc...This
concludesthe
cd-romburing
process andI
had
alot
fun
doing
the
actual cd-romburning
ofmy thesis,
because it
taught
methat
in
orderto
have
a good productone mustgothroughheavy
bug
testing
ofthe
programbefore
oneburns
it
to
acd-romdisc. Once
acd-romdisc
is
writtento,
it
cannotbe
changedin
any
way,
it is
permanent.I-ENTER
ACT
^.HffiHrtBJfliJJfl.wintH
Chapter
5
Summary
Summary
The
I-enter Act
productdescribed
in
my
thesis
was createdfor
the
Computer/Video
game enthusiast whois
interested
in
timely
information
onhot
newgame
releases,
gamesforthcoming,
newaccessories andQuicktime
movies of gamesin
action.
While
I
focused
on an application geared asthe
computer/videogamer, the
I-enter
Act
engine canbe
usedto
convey
aninteractive
messageby
a vastarray
ofusers,
i.e.,
automotivedealerships
displaying
their
vehicle offerings withactual motionpicturesnip-its of
their
new vehiclein
motionetc,
real estate relocationofferingsincluding
anactual motionmovie
tour
ofthe
neighborhood andinside
the
house,
new medical andtreatment alternatives,
advertising
of new products ormanufacturing
advertising
capabilities,
etc.My
goalis
to
pursuethese
other applications afterapplying
it
to the
gameworld.
The
gameindustry
is in
amode ofconstant change andwherethere
is
achange
there
is
apotentialneedto
convey
these
changesto the
intended
user.My
thesis
startedwith
understanding
the
needs ofthe
end-user(thegamer),
theirneedsbeing
Informative,
Intuitive
andInteractive information
in
the
gameindustry.
I
believe
that
my
thesis
has
addressedthis
needby
developing
the
I-enter Act
product.Bibliography
1.
Turabian,
Kate
L. A
Manual for Writers
ofTerm
Papers. Theses,
andDissertations,
(1987),
252-272
Internet
Resonrrps
1.
PC Gamer
Web
Site
-http://www.pcgamer.com
2.
Gamefan
Web
Site
-http://www.gamefan.com
3.
Nuke
Web
Site
http:
/ /
www.nuke.com4.
Sega
ofAmerica
Web
Site
-http://www.soa.com
5.
Sony's
Web Site
-http://www.playstation.com
6.
Nintendo's Web Site
-http://www.nintendo.com
7.
Usergroups Web Site
http://www.yahoo.com
8.
Autodesk's
Web
Site
http://www.autodesk.com
9.
Adobe's
Web
Site
http://www.adobe.com
10.
Macromedia's Web
Site
-http://www.macromedia.com
11.
Apple's Web
Site
-http://www.apple.com