Friday, June 3, 2011

Freak Factory

Check this out:
Freak Factory


This article talks about how to survive in and maintain a good career and create allies in your workspace. It goes on to talk about how we should not attack people's weaknesses, but find the strength that is hidden inside their apparently negative characteristics. It talks about two problems: The Performance Problem and the Perspective Problem. Here are three of the nine ways I believed to be most helpful witch these problems.


STrATeGY #1: Awareness

We need to know what is wrong with our employees so that we will know what is right with them. Weaknesses are important clues to strengths. If we are aware then we become less likely to make a mistake. I believe that not having any distractions around yourself helps you focus more easily and accomplish your work. Having awareness helps us make positive influential decisions because we are aware and knowledgeable of the situations we find ourselves in.

STrATeGY #2: Appreciation

We need acknowledge that there is nothing wrong with our employees. What appear to be weak- nesses are actually strengths in disguise. We all must appreciate the people we work with. Yes, every once and awhile your co-workers will get on your nerves but we have to tough it out. No matter where you work each person brings a certain unique way of their own to help and accomplish the main goal of what everyone is working towards. If we appreciate even the tiniest things it will make your job and everyone else's' job go much faster and smoother.

STrATeGY #4: Adaptation

We need to help employees freak out instead of trying to force them to fit in. Eventually everyone will adapt to their job. it is their new lifestyle at least for the time being. If we as co-workers or managers help out the newbs then work becomes fun. When everybody is adapted to the same work environment and know the same things there is no room for selfishness and argument. Adaptation is a key way to making a job run smoothly. Why not help out new employees at least to keep everyone comfortable.


MY VIeWs On THe CrEATiVE PrOCeSS:


During the creative process I found that my strengths where in the design and the creation of mine and my group's projects. Designing was definitely a fun job and I discovered I really had a passion for it. I was strong in that I could make the projects look visually appealing and somewhat interactive for the audience. My weaknesses in the creative process is the pre production brainstorming and idea making. I am not very creative when i brainstorm and end up going off similar things I have seen in the past. What I realized is that if some comes up with the idea and writes the script I can take it and make it come to life and and make it shine.

Collapsus

Check this out:
http://www.collapsus.com/

AUDIO NOT WORKING
Collapsus is a story that explains how our world is becoming hard to main and produce energy. It is dying and this documentary predicts what the future will be like in the idea that energy resources dwindle. It is a very clever video in that it is all animated drawing/painting and the audio of background sounds and dialogue is inserted under the images. Trans-media is "the art of conveying messages themes or storylines to mass audiences through the artful and well planned use of multiple media platforms." This documentary does a phenomenal job of keeping the viewer interested and engaged. I personally thought it was a very unique way to explain an idea. I would love to watch all news and conspiracy theories in this context. They really help me understand and not loose interest by staring at text on a white page.

GameDesign Reflection

I believe we did a great job on our game design for "Abduction". What we did that most other groups didn't was to show actual video clips of other games that would give our audience a good representation and understanding of our game design better. I thought our weak point in explaining the game was talking about the controls. We did not get very specific with what each button would do or how exactly the characters would move. So overall, the presentation I thought, was well thought out had many visuals and helped the audience grasp our design concept and actually convince them that this would be an amazing game to play.

I think when talking about game design, goals, are the easiest to explain because they tell the gamer what needs accomplished. The goal is your main objective and the ultimate ending to the game. Sometimes there can ever be sub-goals but for the main part they are the easiest to give to the gamer. Mechanics for games, on the other hand, are often quite difficult to explain. Often time with different game consoles there are a combination of buttons that much be pressed in order to make the character on screen move. Then it is also hard to explain the mechanics of a game because they differ from console to console.