Class hours: 9:40am – 2:05pm
Quizzes on Friday morning. 15% of your grade are the quizzes, typically 9 new, 1 review, and 1 extra credit question from our articles.
This years Sat / Act prep work comes from “100 Most Common SAT Words” by Quizlet. As we are using their list to pull from you are able to use their free study tools. Make a free account so you add the new words to your Study Bank. As the weeks go by and you are studying from this ever growing word bank, you will find that your vocabulary (speaking and retention) has improved.
The weekly latin root comes from “42 Most Common Latin Roots”.
Sat / Act prep
- Condescending – patronizing. “The big brother was condescending to his little brother when trying to learn how to play Smash Brothers.”
- Conditional – provisional. “Mr. Cronin didn’t require that the Jimmy stay for homework club on the condition that he brought his sketchbook in first thing Thursday morning.”
- Contingent – conformist follower of customs. “The student was accepted into Game Art and Animation contingent on her successful graduation of high school in June.”
Latin Root of the week
cred – believe. “The judge determined the witness was credible, and could be called during the trial.”
- Two point perspective drawing is a type of linear perspective using lines to create the illusion of space on a 2D surface. Two point perspective uses two points placed on the horizon line.
- A breakdown comes between keyframes to help the animator describe the action to in-between animators. The keyframes are the main poses, the breakdowns are secondary poses that happen between the keyframes. We used keyframes and breakdowns when working with our parasol animation.
- Inbetweens are the final frames between keyframes or breakdowns. When done successfully, they give the appearance that the first image evolves smoothly into the second image. Inbetweens are the drawings which create the illusion of motion.
- Blueprint is the visual scripting system inside Unreal Engine 4 and is a fast way to start prototyping your game. Instead of having to write code line by line, you do everything visually: drag and drop nodes, set their properties in a UI, and drag wires to connect.
- An Actor is a game design element which has been added to your game. An item, a light, a landscape are all considered “actors” to unreal. Think of the term similar to actors in a play, or film.
- Components are items which can be added to Blueprints in Unreal. There are a number of built-in components which Unreal gives us to use for rapid development.
- The Rotating Movement component in Unreal allows an actor to rotate in game. Rotations can be used to catch the interest of a player if used in a pickup, or used to rotate assets such as a windmill that are piece of the environment.
- Box Collision components in Unreal allow the calculation of collision often with a much simpler object. For example in our in-class coin demonstration the box collision was used instead of the faces of the coin, as the box collision only has 6 sides. Much less complexity for the Game Engine, leading to less laggy gameplay and development.
- Convert Selected Actor to Blueprint Class is the option use to convert a Static Mesh actor (as an example) to a Blueprint, giving us extra levels of animation, programming options, etc.
- Overlap events are when two objects “overlap” or cross boundaries with each other. We tested for overlap events when we collected our coins, specifically overlapping the coin and the player.
- Print Strings in Unreal are development tools which allow us to log messages to the screen. These are used when programming, to test out of a game element is working.
- Getters in Unreal will access, or “get” the value of a variable.
- Setters in Unreal will allow us to change, or “set” the value of a variable.
- Destroy Actor will remove the actor from the game.
- Play Sound at Location will play a sound. We used this when collecting coins.
- Event Tick is an Unreal even which will fire as fast as your computer can go. It is acceptable for development, but not ideal to use for final production as it will cause performance issues compared to some more efficient ways of programing. It is fine early on to use, but plan to replace any Event Tick usage over time.
- Variables are containers of data. They can store different types of data depending on their type. Some example types of variable data can be:
- Integers – counting numbers like 1,2,3
- Floats – numbers with decimals such as 3.14
- Booleans – True / False
- Strings – text and numbers combined, such as “Map556” .