Virtual Gallery Reflection

For this task we had to create a virtual gallery that displays the work we done. After we finished the gallery, we had to record us walking through the gallery.

The virtual gallery shows off the skills we learnt creating the exhibits. The photo room shows off the skills I learnt in photography. The 2D room shows off the skills I learnt in Photoshop and photo manipulation. The 3D room shows off the skills I learnt in 3DS Max and Unreal Engine. The cinema room shows off a dubbed video, this shows off skills I learnt in Audacity and Adobe Premier. The creation of the trigger boxes shows off simple coding skills in the Unreal Engine. The entire virtual gallery also shows off organisation skills because of the layout of exhibits.

These skills are applicable for the indie sector because most of the things created in the gallery was created on my own or with another person, never in a large group. It also be applicable for virtual reality because you view it as a first person perception of the gallery and if I was able to do so, I could of coded it so a VR set could connect to it and where the wearer looked the in game character could look. Triple A sector also applies as the virtual gallery demonstrates multiple skills and job roles for a company capable of producing them. Mobile can also work because it could be used as a virtual CV for me or for anyone else who has created something similar.

One job role is photographer. Most photographers are free lancers, meaning they are able to choose their working hours and who they work for but there is no regular income and stability. Another is film editor. Most film editors work for studios meaning they have a stable source of income but it can be a stressful job because you have to precise and you will have to keep to dead lines while doing it.

To make sure I completed my work and to keep to deadline, I did some of it in my spare time when I was not working and at college.

To ensure safe working practises I made sure the wires coming from and to the computers were safely out of the way and none of the wires were split. I also made sure I sat down properly, back strait and computer eye level. I also had regular brakes while working as well.

I used voice overs in my gallery to explain certain pieces of work in my like my Limbo paper dub and Space Paint. This was done to make the virtual gallery feel like a real gallery because real galleries have audio tour guide that explains each exhibit. There is also ambient sound/music to make the gallery feel lively instead of having just silence. The textures I used for each room, I tried to make them look like the real life things, for example I used red in the cinema because most cinemas are red or use red.

These elements helped to create the mood of realism because I based each room on real life examples, for example red in the cinema.

I could alter the textures colours to give make the gallery theme change, for example I made my gallery look real but I could used bright colours to make it feel futuristic or use dark colours to set a horror mood. I could changed the layout and room designs to change the feel as well. For example I could make each room look abandoned and falling apart to set a horror feel.

Research tools used for this task was looking up online example of galleries and cinemas, which was secondary research. We even visited a gallery that had a photography exhibit that I used as inspiration (The Beaney), which was primary. To get the ambient music, I went to Free Music Archive and listened to some music on there and eventually chose a tune called Night Owl by Broke for Free.

I used my research to get ideas on textures and layout of each room so I have plan on what my gallery could look like. I used and Free Music Archive for textures and ambient music. These websites were useful for finding the correct textures and ambient music but I do think they could use a improvement for searching for these items because they was not a lot of customisation when trying to search for things (you had to be specific when searching for stuff).


I would improve my research methods by getting more primary research because I did not get a lot of primary research. To improve my preparation I would gather more textures and sounds for each room instead just one, so I could compare each texture to the environment I am putting them in, so I could see if they fitted in with the exhibits and the layout of a room.





The best social media for a interactive media studio

social media– Word document of what social media platform different companies use.

Wet Flame Studios Research – Power Point Presentation of the results of my groups research into the best social media platform for a interactive media company.

Our task in our interactive media studio groups was to find out what was the best social media platform to advertise our interactive media studio. My research was primary research where I went to individual interactive media companies websites to see what they advertise on. I found out the most common social media platforms for interactive media companies is either Facebook, Twitter or YouTube. Facebook and Twitter is usually used for announcement and YouTube is to be used to show off footage of their product.

My research where I found out what interactive media companies use for social media was qualitative research (research that is word based). Some of my groups research was quantitative research (research that is number based) because two members of my group did questionnaires for our and other classes to see what social media platform they use and what they think is the best for them and for advertising. Which involved them counting and adding up the results. The questionnaires results found out that other people use Facebook and Twitter the most and think they are the best are to advertise on as well.

After we done that we had to present our findings in a PowerPoint Presentation.

I think the best way to get the best results for research information is to do primary research because you are actually gathering information yourself and you can make sure there is no mistakes. While secondary research is research that has been done by someone else. The problem using secondary research is you do not know if the information given to you is correct without doing some research yourself, so it would be easier if you did primary research in the first place. But you can use secondary research to back up yours.



Virtual Gallery

Using a virtual gallery to view a famous gallery like the Louvre has some pros and cons. But there are some pros and cons when going to the actual gallery as well.

Pros of having a virtual gallery tour:

You can have a look at a virtual gallery at any point, given you have the technology to do so. This will allow people who does not have the time, disabled and the museum has no disabled access and/or live in another country to visit art galleries or museums.

You can use the virtual tour to get closer to pieces of art than you could in real life. Usually art galleries and museums do not allow people to go up close to their exhibits, with a virtual tour you can because it is either photos

Cons of virtual tours:

The virtual tour will not have every exhibit, for example the Louvre Nintendo tour only has 700 pieces of art in it while the actual Louvre has 70,000 pieces of art on display. This can ruin the size and scale of the gallery because galleries like the Louvre are huge and impressive buildings.

You do not get see or sense the scale of the exhibits with a virtual tour. For example the Mona Lisa is not as big as most paintings, the actual lady in the painting is about life size.

The exhibit would be in more detail if you view it with your own eyes than through a digital monitor. Viewing a piece of art in person you will be able to see every stroke the artist made. You then not gain the experience of seeing the piece of art for your self.

Cons of going to a gallery:

First one is traveling to the gallery. It is easy to travel to a gallery if you live close to one but it is difficult to visit one if live in another country.

Another con is expectations vs. reality. For example a lo of people are taught that Paris is one of the greatest cities in the world, but when people visit Paris they are shocked to find that it is not what they expected it to be, that is why it is called Paris Syndrome.


Digital Media Debate

Statement of debate: Digital media and user generated content has changed the production and consumption of media.

In this my interactive media class was split into three groups; one group of four people agreed with statement, another group of four disagreed with it and the last group of eight people was the floor/audience who had to ask the groups questions. I was apart of the floor group.

The group that agreed with the statement opening statement argued old media like newspapers usage was in decline while new media like social media usage was in on the rise.

The group that disagreed with the statement opening statement said we still used old media but on a different platform (this opening statement argues against the disagreeing side because the consumption of old media changed).

We all had to do our own research, for example the floor had to research information for questions to ask the debating groups. The floor had to get three questions to ask, my original three questions were:

Do you believe due to social media, the news is becoming more biased?

Do you think people social skills are being affected by social media?

Do you think social media effects the economy?

I reworded the third question to:

Do you think the consumption of social media is effecting the productivity of businesses?

I did this to see their opinions on peoples addiction to social media and is it effecting peoples work life .

My opinion was agreeing with the statement and it did not change during the argument or after either.

At the end all sixteen of us voted to see who they believed won the debate, the vote had fourteen people agreeing with the statement while two people disagreed with statement. – time duration 1:03:37


Techniques developers use to create mood and atmosphere

What techniques do developers use to create mood

For this task I had to create and present a presentation on how developers create mood and atmosphere in a virtual environment. The three virtual environments I chose was Planetside 2, Valiant Hearts and Elder Scrolls V: Skyrim.

The information I gave in the presentation was based on primary research on my experience playing these games. But I also did some secondary research on gathering examples of game footage and tunes from the games. I did this so my presentation has some examples in it from the games I talked about.

I thought my presentation went well but I do think I should have spoken louder, I did speak towards the audience clearly but not loud enough. I also should have stayed on topic because for the Planetside 2 bit I started to talk about the factions in Planetside 2 and not on the atmosphere or mood.  

My notes:

Planetside 2

Colours are bright and futuristic. The colour of each faction represent the meaning of each faction.  Red = action  Blue= trust, loyalty Purple= science

Sound, there isn’t a lot of background sound like music the game sounds are focused on what is going on around you.

Valiant Hearts

Through most of the game, the colour is dark, mainly a browny grey. This was done to capture the mood of the WW1.

Same with the landscape, its all demolished and muddy.

The song/main theme also captures the atmosphere because the theme is not cheery one but its calm.


Skyrim uses diegetic and non-diegetic spounds to create an atmosphere, for example before you are attacked by a dragon you hear it roar then you get music as it attacks.

But Skyrim is a brightly coloured game. This was done to make people adventure through the world and explore everything. the cave systems are dark and spooky and some of the music that plays just boost the atmosphere.




Applying research tools and methods to drawing

For this task I had to imagine two kitchen appliances in my house and draw them. I drew my microwave and washing machine. Then we had to go home and take a picture of these appliances then the next day had to draw the appliances from the pictures I took.

Drawing the20151209_114043 appliance from memory was difficult because I do not really pay attention to every little detail on a microwave and washing machine. The scale was not that far from scale but not accurate. Features on my washing machine were wrong, I added to many buttons to it (the washing machine has 5 buttons and I drew on 18). Another problem I had when drawing my accurate drawing is I did not take a photo of the sides so I did not know what the sides look like and any picture of that appliance I found on the internet didn’t have pictures of the sides either.

To draw my microwave to scale I took a photo of the appliances on my phone20151209_114032
and measured the x, y and z axis with a tape measure. Than I scaled my microwave down by three times. Then I tried to match the picture and my drawing to scale, w20151008_071124hich I almost done but had trouble keeping writing to scale. I used a ruler to keep the measurements correct.


We also watched a documentary called Tim’s Vermeer. This documentary follows a man called Tim Jenison, who wants to recreate one of Johannes Vermeer famous paintings, The Music Lesson. Johannes Vermeer created almost photo realistic paintings and no one knew how he done this. Tim Jenison tries to find out how Vermeer done his pieces of work by exploring a lot of techniques used at the time.

One technique explored was a camera obscura. This is a box large enough to fit a person inside allowing them to draw/paint inside. There would be a tiny hole that allows light to go through so the image of the outside is shown on one of the sides of the inside of the camera obscura. This will allow the artist inside to draw around the light projection but this will mean the image is backwards.

Tim Jenison finally found out Johannes Verneer might have used a camera obscura and a series of mirrors to draw and paint his paintings. One mirror will reflect the things he is painting and another mirror angled slightly will then flip that image back. Then he will look down at that mirror and draw the outlines of the objects. This method will also allow him to match colours up correctly as well.

Reflecting on Feedback

What I did in one of my Unit 1 was go around Canterbury College and take three photos, one portrait photo (photo of someone), one landscape photo and one abstract photo. After taking the photos we had to upload them to Facebook so other classmates can comment on how to improve them.





For my landscape photo I got complimented on what’s in the photo but got criticised for having too much to focus on.

Facebook screen grab 1

The abstract photo was complemented on being obscured and hard to recognised. But my feedback mentioned I should use the rule of thirds morefacebook screen grab 3






My portrait photo feedback got two criticisms on it. One response was the photo was too blurry and the other was I could focus on the subject of the photo more. But I was complemented on the use of the Rule of Thirds.

I can use the feedback to improve future photos so I can produce better photos. Feedback can be a form of primary research because you are gathering research yourself and not using research someone else has done.

Research done on Facebook is mainly qualitative research because people mainly have conversations on it but it can be quantitative by the uses of the like button. It may be unreliable because you can not tell the persons tone of voice (for example they could be lying). But Facebook can be useful because when doing a survey or interview face to face you have to it do it when both the interviewer and interviewee are free but over Facebook you can responded when ever available.

What I learnt doing this exercise is some of the different style of photos and how to take them. I also learnt that that criticism can be positive and constructive, not just negative.