Transitioning from Linear to Open World Design with Sunset Overdrive

Size: px
Start display at page:

Download "Transitioning from Linear to Open World Design with Sunset Overdrive"

Transcription

1 Transitining frm Linear t Open Wrld Design with Sunset Overdrive (Presented at GDC 2015 / 60 minutes. These are my ntes, but are nt exact and nly a guideline.) INTRODUCTION Hell, I am Liz England, and I am a designer at Insmniac Games. I m here t talk t yu abut ur r, rather, my - experience transitining frm linear t pen wrld design n Sunset Overdrive. Nw, t give yu a little bit f perspective, Insmniac Games just celebrated its 20 th year anniversary. Nw, I have nt been at the cmpany that entire time, f curse, but almst all the games that Insmniac has made in its 20 years can be described as linear, hand-scripted experiences. We have sme pretty heavy traditins, and sme really gd prcesses fr making gd, quality, linear gameplay. Open wrld, thugh, is a really different beast. S I m ging t be talking abut hw we adapted and changed t meet many f the new challenges f pen wrld design and develpment. I m ging t cver in detail: What d we mean by linear and pen wrld? Hw did the rles and respnsibilities f designers change frm linear t pen wrld? Hw did ur wrkflw change in regards t implementing spaces and systems in a linear game versus an pen wrld game? What were the side effects the prs and cns - bth f pen wrld develpment and f the changes we made at Insmniac t ur prcesses? And with each f these questins, I ll be using examples frm Resistance 3 as a pint f reference n linear gameplay, and bviusly Sunset Overdrive as my pint f reference fr pen wrld. Nw, ne disclaimer - Sunset Overdrive is a really unique game due t its emphasis n a traversal system. Much like GTA and Skyrim are very different pen wrlds, what wrks fr ne may nt wrk fr the ther. I can nly really speak t my experience with Resistance 3 and Sunset Overdrive, and the chices we made at Insmniac t adapt ur wrkflw, but it s really up t yu t evaluate if these are changes that wuld wrk

2 fr yur needs. Regardless, I think everyne will gain sme insight int bth pen wrld but als int ur develpment prcess.

3 OPEN WORLD VS. LINEAR S with that I am ging t pen up this talk with a high-level design questin: what d we mean by a linear game, and what d we mean by an pen wrld game? I m ging t give yu hw I like t apprach these different structures. When we illustrate linear gameplay, it lks like this a series f ndes where A ges t B ges t C ges t D, but t get frm A t C yu need t g thrugh B, yu can t skip it. This is a deterministic system. There is an rder t the game that remains the same, frm a high level pint f view. We can cmpare that t pen wrld design, where ur ndes lk mre like a spider web, giving player full mvement thrugh these ndes in a nn-linear, nn-deterministic fashin. Yu can g frm A t C r A t B r A t B t A t D and s n, s frth. But lk clser. In a linear game, each f these ndes represents a space in the wrld, but als the events that take place in that space. Linear games are nt just a crridr, they are a timeline. Space and events mve in lckstep with each ther. WHERE the player is in a linear game is the mst useful piece f infrmatin yu can have abut the game. But in pen wrld games, each nde in this diagram represents a space, but des nt represent events. Events are still linear, because time (fr ur purpses) is linear, but they are nn-deterministic: events can be shuffled, and they are player-driven. Events are als nt tied t space like they are in linear games: these dn t march in lckstep anymre. WHERE the player is matters MUCH LESS than WHAT the player is DOING. Fr anther way f thinking abut this, think f reading instead. In a linear structure like a nvel, what page the reader n tells yu everything yu need t knw abut where they are in the stry. But an pen wrld structure is mre like a wiki what page the reader is n desn t really tell yu abut what came befre r what cmes after. I ll give yu an example t illustrate this: take a screensht f a game and ask yurself, Based n where the player is, what d we knw abut the game state? Fr ur linear game, we ll bviusly use a screensht frm Resistance 3. Here the player is in New Yrk. Frm that I knw they are in the third act f the stry and what stry beats they have cmpleted, I knw what levels they ve dne and which are still t cme, I knw they are 6-8 hurs int the game with anther 2 r s left. I knw they have all f their weapns and have prbably leveled ne f them up int a fire shtgun. I knw they have unlcked all types f grenades and seen all enemy types except fr ne. I knw they recently fught a defensive battle with turrets, and sn they re ging t cme upn a majr battle but right nw there s a lull in the pacing.

4 And s n, s frth. By knwing where the player is, I knw s much abut the game state and where the player is in prgressin thrugh the game. Take ur pen wrld example as cunterpint. Here I knw the player is in the Little Tky district in the central part f the city in Sunset Overdrive. Based n this lcatin I knw they ve cmpleted the intrductry tutrial missin, s they are at least 30 minutes int the game. Or they are 30 hurs int it. Or 300. The player culd be in a multiplayer match. They might be in a missin. They culd have cmpleted all the missins. They may have met all f their ally factins r nne f them. I have n idea when the last time the player fught enemies was, when they will next fight enemies, r even what enemy types they will fight. This is what I mean by nn-deterministic. This is what I mean when I say that the pssibility space in a linear game is very narrw the number f variables entering the funnel is small, s they can be accunted fr. Meanwhile, the pssibility space f an pen wrld game is incredibly wide because the number f variable has increased drastically. And this, bviusly, requires a majr shift in thinking abut design. ROLE OF DESIGNER S I want t g ver hw the rle f designer changed at Insmniac t take int accunt this new challenge f pen wrld design. Back n Resistance 3, ur linear game, all designers were generalists. A single designer wned a physical chunk f the game (1-3 levels) and was respnsible fr all the gameplay within it: level design, cmbat, scripting, markup, and rganizing with ther departments fr audi, fx, dialgue, and cinematics. Each designer, fr the mst part, culd wrk alne and fcused nly n their slice f the game and where it fit int the verall macr. We had very discrete respnsibilities with clear divisin f labr. Designers didn't wrk in each ther's levels until the very end f the prject t help ut during bug-fixing, s ur wrk was largely islated. If yu lk at the linear nde graph I drew befre, remember hw each nde represented a space and events within that space. In Resistance 3, each f these ndes wuld be a level, and each designer was attached t ne r mre ndes. If I wrked n level C, the nly ther levels I needed t wrry abut were the level befre and after mine t ensure transitin was smth int and ut f my space and gameplay. This designers-as-generalists wrked really well in a linear game because f hw easily ur respnsibilities culd be divvied up int thse discrete chunks and strung

5 tgether later. Since the game was deterministic players had very similar experiences and variables were easily cntrlled fr we just needed t knw the state f the player entering ur space befre beginning wrk. But all f this changed when we mved t pen wrld. Divisin f labr was nt clear based n spaces, because the state f the player was unknwn. The player culd be at any pint in the timeline f the game when they entered a space. The pssibility space, like I mentined, was huge. We dealt with this by changing ur design respnsibilities, mving away frm generalists and embracing specializatins. Ownership ver physical spaces gave way t wnership ver systems in a way, we all turned int systems designers wh als implemented all cntent and markup related t ur systems. This is hw we mved frm vertical design t hrizntal design. On earlier linear games, we had a vertical apprach t design: a single designer wuld d all the gameplay in a single space. With pen wrld ur apprach was hrizntal - a single designer des ne piece f gameplay (such as cmbat markup and tuning) in every space, taking int accunt hw prgressin changes the state f that system ver time. Spaces n lnger had a single wner, but several, each respnsible fr a different gameplay element. T determine these new specializatins, we fcused n the player s purpse within a space what actins were they taking? What was the experience a player had in a space? Mving thrugh the space? Traversal System Fighting enemies? Cmbat System. Cmpleting bjective? Missin & Quest System. Searching fr lt r cllectibles? Open Wrld System. Engaging in Chas Squad challenges? Multiplayer System. Each f these systems cmbat, traversal, missin, quests, multiplayer, pen wrld were a layer f gameplay that infrmed a gemetric space in ur city. S while we might ptimize a space fr ne f these gals, each space had t affrd fr ANY f these gals r player actins. This change had a huge practical impact n ur wrkflw, but first I want t g ver a few specific details n hw and why we decided t mve tward specialists.

6 WHY SPECIALISTS? S, specializatins in design is nt smething new many studis are rganized alng specialist design rles like level designer r even sub-rles like technical multiplayer level designer. Sme f yu might be a bit surprised that we still had generalists at all at Insmniac. S I want t g ver hw we made this jump. The first thing t happen that clearly defined the need fr specialists was the rise f systems my example here will be the traversal system, since it was the first we identified as a really specialist rle. S, why did it need all this? Well, level design in Sunset City had t reflect very carefully cntrlled metrics t allw players t traverse thrugh these spaces. Yu have t understand that ur player can mve at a tp speed f 11 m/s - that's 24 mph, and they need t be able t change directin instantly and mve bth hrizntally and vertically thrugh spaces withut grinding t a halt. Heights and lengths and distances all had t be beyed. We als needed smene t crdinate with ther departments. Envirnment art prps were nt just prps, they were gameplay bjects. Any railing, umbrella, awning, balcny, dumpster, car even air cnditining units and bushes were traversal bjects. A blank wall in mst games is just that: a blank wall. In Sunset, a blank wall was a path the player culd wall-run n. S the art department culd nt just g thrugh and build gemetry r change it t make a gd lking game withut smene t help ensure that the traversal did nt break. We als had new tech specific t mving t an pen wrld: fr traversal this was a hex-based envirnment t allw seamless streaming and building structures and rads that cnfrmed t these hexes. We used an external tl t generate the rads and line them with sidewalks, grindrails, cars, and telephne ples - - all f which had traversal gameplay and had t fit within the surrunding gemetry. The impact n spaces meant that everything had t fit within a hex-based envirnment that culd be seamlessly streamed in an ut instead f airlcked cntent in ur ld linear games, and nw we culdn t place large buildings at arbitrary angles r crss between hexes. We had a system that allwed artists t mdularized designer art, turning a big white bx int walls, drs, rfs, clumns, and windws with a click f a buttn but these buildings needed t be built t certain metrics. These were all technical needs related specifically t wrld building and traversal. Nw, the last pint I want t mentin is that we did still have that traditin f handscripted gameplay. It s really hard t wrest that kind f cntrl away frm designers, and thugh we all knew hw imprtant it was t rely n systems t generalize

7 interactins, we just culd nt let g entirely. S as a result, many f ur systems invlved a great deal f markup thrughut the wrld, trading ff hand-scripting in exchange fr mre custm markup t give AI mre infrmatin abut the wrld and lk smarter. This meant a lt f busywrk fr designers in each specialist rle that mnplized time. This might nt be ideal prbably smething wrth slving fr future wrk - but it was the cmprmise that we made t balance pen wrld systems with hand-scripted cntrl. The same restraints als bre dwn n the ther designers and let t splintering int different specializatins. Each system had metrics, had t be crdinated with ther departments, had t deal with brand new tech built fr an pen wrld, and had a tn f markup that required a lt f implementatin. All f this was a full time jb. Just like mving frm linear t pen wrld design meant thinking abut spaces and events r actins in thse spaces as separate things, designers als had t think abut systems as separate frm spaces. S a quick recap: With linear games designers were generalists. We each had wnership ver a space and all the gameplay in that space With pen wrld develpment, we became specialists. We had wnership ver a system, and implementing that system acrss all the spaces in a game. With that in mind, I m ging t shw yu what this change had n ur wrkflw. WORKFLOW First I d want t pint ut that ne f the key wrds in this talk s title is transitin. Yu dn t just flip a switch and g frm linear t pen wrld there s sme grwing pains in the prcess. That said, after a lt f trial and errr, we did settle n a wrkflw n Sunset Overdrive that t be hnest saved us and allwed us t wrk rapidly and actually finish the game n time. It s that final wrkflw the ne that succeeded that I m ging t highlight tday and cmpare it t ur wrkflw n Resistance 3. SYSTEMS WORKFLOW S, let s start with systems. I ve alluded t sme f this already but nw I ll spell it ut. I ll use the cmbat system as ur example. I m simplifying a little because cmbat is a

8 really majr system in ur games, but yu can apply my example t any system in ur games. In Resistance 3, ne designer wuld be in charge f cmbat. They wuld have wnership ver the system, define cmbat metrics, wrk with the AI prgrammer and lead designer t get cmbat systems nline. They wuld then cmmunicate hw t implement cmbat and best practices t the design team. Then, each designer wuld g back thrugh their level and implement cmbat they wuld design, script, and iterate n their cmbat setups and place any necessary markup. Each designer was respnsible fr implementing cmbat in their wn spaces. The cmbat designers did nt g int ther levels and edit them. They simply wned the system, helped designers understand it, and dealt with prblems that came up and cmmunicated slutins back t the team. Let s switch gears t Sunset Overdrive. Nw, mind yu, the team is bigger, but we ll use ne persn t represent the cmbat team. S ne persn is in charge f cmbat. They still have wnership ver that system, still define metrics and wrk with the AI prgrammer and leads. And then, they wuld g thrugh the pen wrld and implement cmbat. That meant placing markup thrughut the ENTIRE wrld fr dynamically spawning enemies, taking int accunt nw all the different pints in the games timeline fr example, enemy makeup changed based n which enemies had been intrduced thrugh stry missins, s the markup in a single space may have t take int accunt several different pints in time. The cmbat designers did nt g and tell the pen wrld designers hw t implement cmbat n! Cmbat designers implemented cmbat. And remember, the cmbat designers n lnger cared abut missin bjective systems r cllectibles r ther systems: they just fcused n cmbat. If yu g back t thse diagrams f a pssibility space remember hw wide the pen wrld pssibility space was, hw many variables culd affect the game s state in a single space. Well, nw we ve filtered ut what ges int that funnel, s we ve limited the variables fr that designer needs t take int accunt. We turned an unmanageable amunt f cntent int a much mre fcused rle. Systems are pretty easy t imagine, but the biggest change ccurred when it came t hw ur wrkflw affected building and iterating in spaces. SPACES WORKFLOW S let s take a lk at spaces in Resistance 3, we ll take a single level t illustrate ur prcess and I ll be fcusing n design:

9 First, creative directrs and leads determined the high cncept needs f the space, and it was handed ff t a single designer. The designer creates a prpsal detailing ut the level flw and pacing, including cmbat, specific envirnments, mment-t-mment bjectives, and paper level designs if needed. The designer creates a whitebx fr the level, laying ut the majr gemetry. The designer iterates n the whitebx and then starts layering in gameplay, such as cmbat and bjectives and puzzles and stry mments. The designer wrks with the envirnment artist determining the visuals and any majr architectural iteratins, and with gameplay prgrammers fr any special ne-ffs such as a bss r set-piece. The designer cntinues t iterate n the level, getting the gameplay mre and mre refined. Other departments cme int the level t add layers f audi, fx, cinematics, and s n, wrking with the designer fr their needs. The designer plishes and bug-fixes all gameplay cntent in the level. We ship! S yu can see that the level and gameplay never really changes hands within the design team. Other departments cme in and add their wn layers, but envirnment artists are the nly nes really strngly paired with designers n their levels. Each level had a single central wner frm beginning t end. We smetimes changed wnership and passed a level t a different designer, but these were never temprary decisins r nly fr a perid f time: when yu wned a level, yu OWNED it. Nw let s cmpare that t Sunset Overdrive. Instead f a level, we ll take an area, a different chunk f physical space. In Sunset there were 4 areas, s this is a really large space cmpared t a level. First, creative directrs and leads determined the high cncept needs f the space, and then this was handed ff t the wrld builder slash traversal designer. The wrld builder created a whitebx with giant, blcky shapes and basic rads. Wrld builder iterated n whitebx, with smaller, mre refined shapes that are recgnizable buildings and final rad placement. This included marking main

10 critical paths a spider web that linked spaces thrughut the area that needed t have key traversal and sightlines. Wrld builder added a layer f basic traversal gemetry railing, cars, telephne ples, and awnings. This allwed players t get thrugh the space and apprximate traversal, but was nt final at all. We then divided spaces int blcks based n their primary functin in the game. When I refer t "blcks" I mean the interir f city blcks: parking lts, apartment building cmpunds, parks, curtyards, malls. This primary functin was the main thing that space was ptimized fr, but nt the ONLY purpse the space served. Then, we handed ff the spaces t specialists. Cmbat spaces were passed t a cmbat designer t ptimize its gemetry and traversal fr a cmbat arena. Missin spaces were given t the missin designers t ptimize it fr the needs f their missin landmarks. Multiplayer spaces went t a multiplayer designer t ptimize it fr an 8- player challenge. Explratry spaces were given t the envirnment artists. Rads, bridges, and ther cnnective tissue thrughut the wrld remained with the wrld builders, wh dubled as traversal designers. We had a few mre categries but these were ur main nes. The gal fr these designers was t finalize the gemetry frm a gameplay standpint again, ptimizing it fr their system, and using the guidelines the template that the traversal designer set dwn fr bth wrld metrics and traversal cnnectins. They still had t bey thse main critical path flws thrugh the space that cnnected it t ther spaces. Once these teams finished the spaces, they were handed ff back and frth between envirnment artists, traversal designers, and back t this secndary wner t iterate n its gemetry. Meanwhile, nw that gemetry was finalized (even if it needed t be iterated n), the space was pened up t a secnd wave f designers t add layers f gameplay this is where the systems cme in that I utlined befre.

11 Missin, quest, challenge, and multiplayer designers wuld build bjectives and gameplay nt spaces. Cmbat designers added their markup and set up dynamic enemy skirmishes. Open wrld designers added lt, cllectibles, spawnpints, r even flavr elements like pigens and blimps. These layers are similar t hw audi, fx, cinematics and ther departments used t g int a level t add layers, except nw the layers als cnsisted f gameplay. These layers culd be added simultaneusly since they were mre like instances f gameplay, and were invisible unless active. Als, while Missin designers had t get the mst apprval and feedback n which spaces they used, mst f the rest f the team was really free t pick whichever spaces they felt wrked best fr their needs. Design wasn t really prescriptive ther than balancing the density f gameplay t make sure we had cverage acrss and entire area remember, spaces were all built ptimized fr a certain experience, like cmbat, but they were apprpriate fr all kinds f gameplay. Everyne cntinued iterating n their systems within a space. The traversal designers and envirnment artists tk cntrl ver plishing and bug-fixing gemetry. That s a really huge change between linear and pen wrld. There s s many mre steps with ur pen wrld wrkflw mre hand-ffs, mre interdependencies, mre cntent. It s actually really tugh t untangle that web because f hw much a single designer s wrk is intertwined with everyne else, s much mre than we ever had t deal with in ur linear games. SIDE EFFECTS OF SPECIALISTS/WORKFLOW S I ve cvered three main tpics s far: What d we mean by linear and pen wrld? Hw did the rles and respnsibilities f designers change frm linear t pen wrld?

12 Hw did ur wrkflw change in regards t implementing spaces and systems in a linear game versus an pen wrld game? With ur remaining time I want t cver ne mre questin: What were the side effects the prs and cns - bth f pen wrld develpment and f the changes we made at Insmniac t ur prcesses? SIDE EFFECTS - With s many peple wrking n the game and being able t add cntent simultaneusly, lead/creative feedback culd just never catch up t the speed at which we created cntent. Designers culd g lng stretches f time withut any versight, s they had t rely n themselves and n peer feedback t d the bulk f their iteratin wrk. That s nt ideal, bviusly, but we had the same number f leads t review abut 3-4 times as much cntent. + On the flip side we were creating a lt f cntent really rapidly thanks t this new wrkflw and specializatin. + Anther psitive was that it sped up the ramp up time fr new team members wh jined the prject. Once prductin kicked ff, the size f ur team grew, and t bring everyne up t speed we quickly identified designers by the systems they were respnsible fr and new designers fit int their slts, and they culd get up t speed n, say, the cmbat system withut wrry abut, fr example, hw cllectibles wrked. - Of curse, we ran int bttlenecks. Back n Resistance 3 nce prductin started we culd hit the grund running because there were n external dependencies we culd whitebx and prttype gameplay urselves. Nw with an pen wrld game, mst f the design team had t wait fr the wrld t be built befre they culd add layers f cntent. - During that initial prductin time when we waited fr the spaces, we created prttype levels. I list this as a negative, because the result was that we kept designing linear spaces, spaces with very specific, singular purpses, and spaces that weren t taking int accunt an intercnnected pen wrld. Sme f this wrk was useful, but we wuld have been better ff prttyping directly in the pen wrld rather than in islated levels t frce ur thinking tward pen wrld. - Our layered wrkflw where basically missin r quest cntent culd be layered n tp f the pen wrld and wrked n in islatin frm each ther led t a lt f invisible cnflicts. Ally factin bases are a great illustratin f this it s where

13 mst f the main missins and many quests start. Yu wuld g int ne and find five cpies f the same NPC because they are being used in five different pieces f cntent, and n ne is playing thrugh the game with natural prgressin. There were a lt f narrative cnflicts like this, where an NPC wuld be calling yu n the phne fr a quest while standing next t yu in a missin. - We als had a prblem with rphaned systems. Since a system wner was respnsible fr design and implementatin f a system, if a system didn t have an wner it was, uh, easier fr peple t ignre it and assume it was smene else s respnsibility. A really awful example f this was ur NPC system abut tw mnths befre we shipped we realized n ne wned it, and everything in the game had really been hbbled tgether withut really fllwing any set f rules. - Related t that we als had a bigger prblem with what I call ht-ptat bugs. It used t be that if I gt a bug fr my level, I was respnsible fr fixing it. Nw if yu gt a bug, due t hw intercnnected all ur wrk was, it was really easy t justify Nt me! and pass it n t smene else. T be fair, I ve stacked this list with a lt f negatives because I wanted t save the majr psitive side effect fr the last pint in this talk, s I can end it n a really psitive nte. + Cmmunicatin EXPLODED within design because we were handing ff ur cntent t each ther, and cnstantly ging int each ther s wrk in rder t deal with specifics fr yur wn system. The design department has always been pretty gd at cmmunicating, but nw we had t share ur wrk in ways we never did befre, and we gt a lt better abut trusting each ther. + Cmmunicatin with art imprved drastically, since mving smething as simple as an umbrella culd have an impact n traversal, and the needs f a giant city meant we had t be mre careful abut ne-ff art requests. Little details needed t be apprved. It sunds like bureaucracy but this was really just walking up t a desk r sending an with a screensht with Can I? just s that everyne was in the lp. Changes were fine and quick, but we NEEDED t have everyne in the lp. + And finally, cmmunicatin with gameplay prgrammers imprved! Yu can see a trend here. We finally successful paired designers with gameplay prgrammers, just like back in Resistance 3 designers were paired clsely with envirnment artists. We tried t get these tw departments better at wrking tgether in the past, even t the pint where we are technically the same

14 department, but nly nw with the fcus n wnership f systems did we really succeed. WRAP-UP And that s it that s the stry f hw Insmniac Games transitined frm linear t pen wrld design and hw that affected the way we had t think abut design, hw we split up respnsibilities amng designers, hw we built spaces and cntent and systems fr a massive pen wrld game, and what kind f side effects the gd and bad that came frm these changes. One questin I received and even had myself when I riginally pitched this talk was: are these changes permanent? Are all designers at Insmniac specialists nw? D we all share cntent frm nw n? The answer is definitely n. After Sunset Overdrive wrapped up, sme f the team mved ver t ur PS4 Ratchet & Clank game and immediately went back t design generalists wh wned discrete levels. Because that s what wrked fr that type f game, and that s the structure that wrked best fr us. I have n dubt that if we cntinue with pen wrld gameplay, we ll als use a design team that specializes and creates cntent in layers again. The pint here is t be flexible and allw yur team structure t reflect the games structure. Befre we g t questins I want t pint ut that I ll have my slides and talking ntes up n my website at lizengland.cm at sme pint tnight. We dn t have a lt f time fr questins s I ll be heading t ur spill-ver rm and able t answer mre questins there.

Session 8. MAKING DECISIONS Steps 1 & 2 of Do It!

Session 8. MAKING DECISIONS Steps 1 & 2 of Do It! Sessin 8 MAKING DECISIONS Steps 1 & 2 f D It! WHOSE FUTURE GOAL 6: Yu will learn t make decisins using DO IT! Repeat after me: When yu left last time, yu were thinking abut MAKING DECISIONS. Remember?

More information

ANTIOCH UNIVERSITY VIRTIUAL WRITING CENTER

ANTIOCH UNIVERSITY VIRTIUAL WRITING CENTER IDENTIFYING AUDIENCE AND PURPOSE As yu mve further int yur research, it can be helpful t step back and name the purpse and audience yu think yur writing will serve. The prcess belw will help yu sift thrugh

More information

GAMIFICATION REFERENCE GUIDE

GAMIFICATION REFERENCE GUIDE GAMIFICATION REFERENCE GUIDE 2 TERMINOLOGY Game Gal: What the bjective f the game is/ hw t win the game. The Game gal des nt equal the learning gal Ex: In Mnply, the gal f the game is t have the mst prperty

More information

Security Exercise 12

Security Exercise 12 Security Exercise 12 Asynchrnus Serial Digital Baseband Transmissin Discussin: In this chapter, yu learned that bits are transmitted ver a cpper wire as a series f vltage pulses (a prcess referred t as

More information

UCLA Extension Writers Program Public Syllabus

UCLA Extension Writers Program Public Syllabus Writing the First Screenplay III Syllabus -- Fall 2010.002 1 UCLA Extensin Writers Prgram Public Syllabus Nte t students: this public syllabus is designed t give yu a glimpse int this curse and instructr.

More information

A Quick & Dirty Guide to Revising your Novel

A Quick & Dirty Guide to Revising your Novel Sz's Revisins, Lessn 4 1 A Quick & Dirty Guide t Revising yur Nvel Lessn 4: Planning the attack. S, yu figured ut what yur Perfect Bk wuld be in Lessn 3. Nw we're ging t take that and apply it t yur nvel.

More information

Cleveland Public Theatre. Catapult. Request for Proposals. Deadline for submissions is Monday, June 12 th, 2017

Cleveland Public Theatre. Catapult. Request for Proposals. Deadline for submissions is Monday, June 12 th, 2017 Cleveland Public Theatre Catapult Request fr Prpsals Cleveland Public Theatre s New Play Develpment CPT s missin is t raise cnsciusness and nurture cmpassin thrugh grundbreaking perfrmances and life-changing

More information

EDISON. The Mystery of the Missing Mouse Treasure. The truth turns out to be far more amazing.

EDISON. The Mystery of the Missing Mouse Treasure. The truth turns out to be far more amazing. EDISON The Mystery f the Missing Muse Treasure Tw unlikely friends build a vessel capable f taking them t the bttm f the cean as they search t find a missing treasure The truth turns ut t be far mre amazing.

More information

Automated Meters Frequently Asked Questions

Automated Meters Frequently Asked Questions Autmated Metering Prject Utilities Divisin Phne: 403.529.8111 Autmated Meters Frequently Asked Questins Intrductin The City f Medicine Hat has cmpleted its prject t install autmated meters fr all electric,

More information

Copyright 1994 by WellSpring International Educational Foundation. Reprinted with permission

Copyright 1994 by WellSpring International Educational Foundation. Reprinted with permission Cpyright 1994 by WellSpring Internatinal Educatinal Fundatin. Reprinted with permissin Claiming & Develping All Yur Gifts Identity Character Chice Relatinships Meaning Knwledge Grwth Spirituality Is Yur

More information

Name: Date: Period: 1. Multi-Genre Character Project

Name: Date: Period: 1. Multi-Genre Character Project Name: Date: Perid: 1 Multi-Genre Character Prject A multi-genre prject is ne large prject with many different parts. Each part represents what yu knw abut a tpic and extends yur thinking in many ways.

More information

CUSTOMER PORTAL. Floorplan Management

CUSTOMER PORTAL. Floorplan Management CUSTOMER PORTAL Flrplan Management FLOORPLAN ANALYTICS The flrplan analytics area displays flrplans yu have uplad t the prtal (if yu haven t yet upladed a flrplan please cntact ur supprt department). Frm

More information

Art of Work Look & See: Who do you want to be? Utah Museum of Fine Arts Educator Resources and Lesson Plans Fall 2016

Art of Work Look & See: Who do you want to be? Utah Museum of Fine Arts   Educator Resources and Lesson Plans Fall 2016 bjects frm the UMFA Educatin Cllectin Art f Wrk Lk & See: Wh d yu want t be? Utah Museum f Fine Arts www.umfa.utah.edu Educatr Resurces and Lessn Plans Fall 2016 American Suthwest Bear Kachina Dll Cttnwd

More information

DIMACS Working Group on Measuring Anonymity Notes from Session 3: Information Theoretic and Language-based Approaches

DIMACS Working Group on Measuring Anonymity Notes from Session 3: Information Theoretic and Language-based Approaches DIMACS Wrking Grup n Measuring Annymity Ntes frm Sessin 3: Infrmatin Theretic and Language-based Appraches Scribe: Matthew Wright In this sessin, we had three 15-minute talks based n submitted abstracts

More information

Art I Woodside High School Ms. Julie Marten Course Syllabus

Art I Woodside High School Ms. Julie Marten Course Syllabus Art I Wdside High Schl Ms. Julie Marten Curse Syllabus Rm: C-15 Email: jmarten@seq.rg Website: www.wdsidehs.rg/marten Phne: Classrm (650) 367-9750 x 40315 Curse Overview Fine Art I is a studi class that

More information

Hands-Free Music Tablet

Hands-Free Music Tablet Hands-Free Music Tablet Steven Tmer Nate Decker Grup Website: steve@wasatch.cm milamberftheassembly@yah.cm http://www.cs.utah.edu/~ndecker/ce3992/ Abstract The typical musician handles a great deal f sheet

More information

Big Kahuna Assembly Instructions

Big Kahuna Assembly Instructions Big Kahuna Assembly Instructins Thank yu fr purchasing a d-it-yurself pergla kit frm Average Je s Pergla Dept. We appreciate yur business, and we are here t help yu in any way pssible. Read this entire

More information

Using the Laser Cutter

Using the Laser Cutter Using the Laser Cutter Prerequisites Befre yu will be allwed t use the laser cutter, yu must cmplete these three steps: 1. Yu must have cmpleted the Laser Cutter training at Cyberia 2. Yu must schedule

More information

Consciousness Shifting

Consciousness Shifting Frmula fr Miracles Presents Cnsciusness Shifting Shift Yur Cnsciusness, Open Yur Mind, and See Int The Matrix With Open Eyes! By Brent Phillips and Daniel Metraux www.frmulafrmiracles.net Shift Yur Cnsciusness

More information

Meal Time! Game Concept

Meal Time! Game Concept Meal Time! Game Cncept Lucien LeMenager Kevin Mann Rbert Dyle Wrking Title Meal Time! Prject Thumbnail A game based n turn- based trading card games, Meal Time! pits players against each ther t crwn the

More information

SINGER FUTURA TM Holiday Banner

SINGER FUTURA TM Holiday Banner SINGER FUTURA TM Hliday Banner Have fun decking the halls with this festive banner! It s s simple t make the HyperFnt sftware and yur SINGER FUTURA machine. Create the base applique right in yur embridery

More information

Dialectical Journals. o o. Sample Dialectical Journal entry: The Things They Carried, by Tim O Brien Passages from the text Pg#s Comments & Questions

Dialectical Journals. o o. Sample Dialectical Journal entry: The Things They Carried, by Tim O Brien Passages from the text Pg#s Comments & Questions Bay Path Reginal Vcatinal Technical High Schl Summer Reading Assignment 2018 Any nvel by Neal Shusterman Students will read ne nvel by Neal Shusterman, any nvel, and cmplete six (6) dialectical jurnal

More information

Elementary. Week 3. November 18/19, 2017

Elementary. Week 3. November 18/19, 2017 Elementary Week 3 Nvember 18/19, 2017 Bttm Line Say Thank Yu! Staging: Waterclr backdrp Film Strip (t be used as a backdrp) Red curtain with lights (t be used as backdrp) Standees (camera, film reel) Large

More information

Middle/High School Sunday School Lessons by. rfour.org THE LESSON

Middle/High School Sunday School Lessons by. rfour.org THE LESSON Middle/High Schl Sunday Schl Lessns by rfur.rg Year 1: Sessin 7 After Resurrectin Class 21: Acts 3:1-11; 4:1-4, 18-22 Peter and Jhn d like Jesus CONCEPTS / Questins the lessn will cver and explre Highlight

More information

Introduction to Life Cycle Risk Management Help Page

Introduction to Life Cycle Risk Management Help Page Select a frequently asked questin (FAQ) t skip t its answer. Hw is the curse rganized? Wh shuld take this curse? Hw d I get credit fr this curse? What d all the navigatin buttns d? Hw d I knw what t click?

More information

Producing Research Posters

Producing Research Posters Dr Keith E. Fildes 21/23 Octber 2014 (with acknwledgments t Dr Lyuba Albul, CARR) Objectives This sessin will cver: The purpse f psters What shuld be included Design cnsideratins Getting started The fllw-up

More information

Art of Work Look & See: Who do you want to be? Utah Museum of Fine Arts Educator Resources and Lesson Plans Fall 2016

Art of Work Look & See: Who do you want to be? Utah Museum of Fine Arts   Educator Resources and Lesson Plans Fall 2016 bjects frm the UMFA Educatin Cllectin Art f Wrk Lk & See: Wh d yu want t be? Utah Museum f Fine Arts www.umfa.utah.edu Educatr Resurces and Lessn Plans Fall 2016 American Suthwest Bear Kachina Dll Cttnwd

More information

Figure 1: A Battleship game by Pogo

Figure 1: A Battleship game by Pogo CSCI 2312-002: Object Oriented Prgramming Final Prject Assigned: Octber 17, 2017 Design Due: Octber 24, 2017 IN CLASS (Graded as ne hmewrk grade) Final prject Due: Nvember 16, 2017 at 11:59 PM Fr many

More information

60min Tinkerb t games

60min Tinkerb t games 60min + - Tinkerb t games Creepstne Manr has been clsed fr nearly ne hundred years, standing dark and silent abve the twn f Creepstne and that s just the way resident ghst Spkie likes it! But nw the manr

More information

How are humans responsible for the environment?

How are humans responsible for the environment? Hw are humans respnsible fr the envirnment? The Cntinents Shwcase Unit Assessment This unit is an integrated apprach t student explratin f earth/envirnmental science, gegraphy, human gegraphy, and the

More information

How are humans responsible for the environment?

How are humans responsible for the environment? Hw are humans respnsible fr the envirnment? The Cntinents Shwcase Unit Assessment This unit is an integrated apprach t student explratin f earth/envirnmental science, gegraphy, human gegraphy, and the

More information

The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL

The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL Yu will learn the fllwing in this lab: The UNIVERSITY f NORTH CAROLINA at CHAPEL HILL Cmp 541 Digital Lgic and Cmputer Design Prf. Mntek Singh Fall 2016 Lab Prject (PART A): Attaching a Display t the Prcessr

More information

Personal Statement Workshop: The Do s and Don ts. A Guide to a Successful Personal Statement

Personal Statement Workshop: The Do s and Don ts. A Guide to a Successful Personal Statement Persnal Statement Wrkshp: The D s and Dn ts A Guide t a Successful Persnal Statement Yur statement is a vital tl 1. It prvides the Admissin Cmmittee a picture f yu It is a mirrr in which they shuld see

More information

Transitioning From Linear to Open World Design with Sunset Overdrive. Liz England Designer at Insomniac Games

Transitioning From Linear to Open World Design with Sunset Overdrive. Liz England Designer at Insomniac Games Transitioning From Linear to Open World Design with Sunset Overdrive Liz England Designer at Insomniac Games 20 th year anniversary LINEAR GAMEPLAY Overview Overview What do we mean by linear and open

More information

Before each session, facilitator should arrive early to set up the field and arrange all materials.

Before each session, facilitator should arrive early to set up the field and arrange all materials. Mara Berde Sprt has the pwer t change the wrld, said Nelsn Mandela. It can change camp, t. This specialty track will use sprts as a vehicle fr building character and cmmunity, and helping participants

More information

Processors with Sub-Microsecond Response Times Control a Variety of I/O. *Adapted from PID Control with ADwin, by Doug Rathburn, Keithley Instruments

Processors with Sub-Microsecond Response Times Control a Variety of I/O. *Adapted from PID Control with ADwin, by Doug Rathburn, Keithley Instruments PID Cntrl with ADwin Prcessrs with Sub-Micrsecnd Respnse Times Cntrl a Variety f I/O CHESTERLAND OH March 9, 2015 *Adapted frm PID Cntrl with ADwin, by Dug Rathburn, Keithley Instruments By Terry Nagy,

More information

How to Install a Slate Tile Floor By See Jane Drill TM Copyright 2014, All Rights Reserved

How to Install a Slate Tile Floor By See Jane Drill TM Copyright 2014, All Rights Reserved Hw t Install a Slate Tile Flr By See Jane Drill TM Cpyright 2014, All Rights Reserved Resurces Needed t Cmplete the Jb Tls & Supplies Pwer drill with mixing want (a bucket trwel can als be used fr mixing)

More information

Microsoft PowerPoint 2007

Microsoft PowerPoint 2007 Micrsft PwerPint 2007 Finding Presentatins n the Web Open the Internet and g t http://www.ggle.cm Click n Advanced Search. Enter wrds r phrases t describe desired results. On the File Frmat line, click

More information

Hospital Task Scheduling using Constraint Programming

Hospital Task Scheduling using Constraint Programming Hspital Task Scheduling using Cnstraint Prgramming Authr: Chaman Chahal Supervisr: Dr. P. Bse, Schl f Cmputer Science Organizatin: Carletn University Curse: COMP4905 Date: Dec. 11, 2012 1 Abstract Hspitals

More information

Puget Sound Company Overview. Purpose of the Project. Solution Overview

Puget Sound Company Overview. Purpose of the Project. Solution Overview Puget Sund Cmpany Overview Puget Sund Energy is Washingtn State s largest and ldest energy utility, serving nearly 1 millin electric custmers and mre than 650,000 natural gas custmers, primarily within

More information

Anntatins Narrative Grade 5 Abraham Lincln Guide Paper 1 Fcus/Organizatin Scre Pint: 1 The writer f this respnse prvides little t n intrductin f a character; pint f view may be unclear. The writer prvides

More information

AccuBuild Version 9.3 Release 05/11/2015. Document Management Speed Performance Improvements

AccuBuild Version 9.3 Release 05/11/2015. Document Management Speed Performance Improvements AccuBuild Versin 9.3 Release 05/11/2015 Dcument Management Speed Perfrmance Imprvements The entire dcument management system and security system design was retled which shuld result in majr speed imprvements

More information

Spring 06 Assignment 3: Robot Motion, Game Theory

Spring 06 Assignment 3: Robot Motion, Game Theory 15-381 Spring 06 Assignment 3: Rbt Mtin, Game Thery Questins t Rng Yan(yanrng@cs.cmu.edu) Out: 2/21/06 Due: 3/7/06 Name: Andrew ID: Please turn in yur answers n this assignment (etra cpies can be btained

More information

Dry Contact Sensor DCS15 User Manual

Dry Contact Sensor DCS15 User Manual Dry Cntact Sensr DCS15 User Manual Help Versin updated till firmware 404i / SP456 Cpyright 2012, AKCess Pr C., Ltd.. Intrductin / What is a Dry Cntact Sensr The Dry Cntact sensr r DCS15 is a simple cnnectin

More information

PAPER SPACE AND LAYOUTS

PAPER SPACE AND LAYOUTS PAPER SPACE AND LAYOUTS There are tw distinct wrking envirnments in AutCAD namely: Mdel Space and Paper space. Prjects can be develped by either wrking in the mdel space thrugh the use f MVSETUP r PAPER

More information

SHADOW OF THE DRAGON AGE OF SIGMAR

SHADOW OF THE DRAGON AGE OF SIGMAR AGE OF SIGMAR SHADOW OF THE DRAGON Welcme t the first annual Age f Sigmar event at Dragn-Fall. We are very excited abut this year s narrative event and what it means t the new cmmunity frming arund the

More information

King Saud University. College of Engineering. IE 341: Human Factors Engineering

King Saud University. College of Engineering. IE 341: Human Factors Engineering King Saud University Cllege f Engineering IE 341: Human Factrs Engineering Fall 2016 (1 st Sem. 1437-8H) Chapter 10. Human Cntrl f Systems Tracking (Part 1) Prepared by: Ahmed M. El-Sherbeeny, PhD 1 PART

More information

VILLAGE COORDINATOR AGREEMENT

VILLAGE COORDINATOR AGREEMENT Date Received at AHSGR VILLAGE COORDINATOR AGREEMENT Frm materials written by the riginal funders f AHSGR, we knw that the grup f peple wh gt tgether in the late 1960s t frm what was t later becme AHSGR

More information

High Level Design Circuit CitEE. Irere Kwihangana Lauren Mahle Jaclyn Nord

High Level Design Circuit CitEE. Irere Kwihangana Lauren Mahle Jaclyn Nord High Level Design Circuit CitEE Irere Kwihangana Lauren Mahle Jaclyn Nrd 12/16/2013 Table f Cntents 1 Intrductin. 3 2 Prblem Statement and Prpsed Slutin. 3 3 Requirements. 3 4 System Blck Diagram 4.1 Overall

More information

BigMouth

BigMouth http://www.scaryguys.cm/bigmuth.htm BigMuth Yu're walking dwn a dark path, and cme upn an area cvered with cam net. On ne wall it lks like a table with a skull perched n the edge. Just cam net hanging

More information

6 th and 7 th Grade Advisory Plans (Week 16)

6 th and 7 th Grade Advisory Plans (Week 16) 6 th and 7 th Grade Advisry Plans (Week 16) This week in Advisry: On Mnday students will check in and share ut. On Tuesday- Thursday, students will participate in a fun grup building activity t minimize

More information

Dance Savvy Workshop Template

Dance Savvy Workshop Template Dance Savvy Wrkshp Template Facilitatrs: Gal: Length: Setup Needs: One YBCA Staff member, ne Guest Expert (The gal f the wrkshp shuld be tailred t yur specific desired utcmes, fr example:) T explre cntemprary

More information

Webinar: The smart city is open by Machina Research and Philips Lighting 6/12/2016

Webinar: The smart city is open by Machina Research and Philips Lighting 6/12/2016 Webinar: The smart city is pen by Machina Research and Philips Lighting 6/12/2016 Webinar: The smart city is pen by Machina Research and Philips Lighting Guest speaker Machina Research Hst Philips Lighting

More information

Lesson Plan: A Bird s Tale

Lesson Plan: A Bird s Tale Lessn Plan: A Bird s Tale Bird and Crnstalk Rug Asn Yellwhair, United States 1983 Overview After lking at the Bird and Crnstalk Rug, students will make a design fr a class rug and write a letter t ne f

More information

IB Visual Arts Summer Work Year 1 (HL & SL)

IB Visual Arts Summer Work Year 1 (HL & SL) IB Visual Arts Summer Wrk Year 1 (HL & SL) Cngratulatins n beginning yur jurney int the IB Visual Arts Curse. There are a few things I wuld like yu t knw befre yu get started n yur summer wrk. - Making

More information

Snowball Fight. Components:

Snowball Fight. Components: Snwball Fight Snwball Fight is a micr deckbuilding and deductin game fr tw players that nly cntains 18 cards (a 3+ player variant is pssible with additinal decks see the end f the rules). In the game players

More information

Set up and use your Beats X earphones

Set up and use your Beats X earphones Set up and use yur Beats X earphnes Here's everything yu need t knw t make the mst f yur Beats X earphnes. Turn n The pwer buttn is n the cable beneath the right earphne. Press and hld the buttn fr 1 secnd

More information

Finding your Fantasy: Once Upon a Time... Student Teacher: Andrea Slusarski Co-op Teachers: Darci Wilson (3 rd ) Kelly Vail (2 nd )

Finding your Fantasy: Once Upon a Time... Student Teacher: Andrea Slusarski Co-op Teachers: Darci Wilson (3 rd ) Kelly Vail (2 nd ) Finding yur Fantasy: Once Upn a Time... Student Teacher: Andrea Slusarski C-p Teachers: Darci Wilsn (3 rd ) Kelly Vail (2 nd ) Grade Level: 2 nd & 3 rd Grade Date Taught: April 13 th, 2010 Date Revised:

More information

Satellite Boy. Catriona McKenzie, 90 mins, Australia, Education Resource

Satellite Boy. Catriona McKenzie, 90 mins, Australia, Education Resource Satellite By Catrina McKenzie, 90 mins, Australia, 2013 Educatin Resurce 1 The Nightingale, China/France, 2013 Educatin Resurce ACMI EDUCATION RESOURCE Satellite By 2 CONTENTS CONTENTS 1 Satellite By...

More information

My Little Pony CCG Comprehensive Rules

My Little Pony CCG Comprehensive Rules My Little Pny CCG Cmprehensive Rules Table f Cntents 1. Fundamentals 101. Deckbuilding 102. Starting a Game 103. Winning and Lsing 104. Cntradictins 105. Numeric Values 106. Players 2. Parts f a Card 201.

More information

A2: Aperture, DOF, & Focus

A2: Aperture, DOF, & Focus Art 205 A2: Aperture, DOF, & Fcus Original RAW Shts Due: Crit Date: Requires 2 Ink Jet Prints (50 pints) Objectives: 1. T understand hw apertures like f-16 & f-22 have a large DOF r range f fcus. 2. T

More information

AIR CONDITIONER REMOTE CONTROLLER ILLUSTRATION CS406-R51E

AIR CONDITIONER REMOTE CONTROLLER ILLUSTRATION CS406-R51E AIR CONDITER REMOTE CONTROLLER ILLUSTRAT CS406-R5E 00550905 0009 Thank yu very much fr purchasing ur air cnditiner. Please read this wner's manual carefully befre using yur air cnditiner. CONTENTS Handling

More information

Lab 1 Load Cell Measurement System

Lab 1 Load Cell Measurement System BME/ECE 386 Lab 1 Lad Cell Measurement System GOALS Lab 1 Lad Cell Measurement System 1) Build and test a lad cell amplifier. 2) Write an Arduin prgram t: a. Acquire data frm a lad cell amplifier b. Cmpute

More information

Parkstone Grammar School COLLECTIVE WORSHIP AND ASSEMBLIES POLICY. Date approved: 04/07/2017. Matters Committee Date of next review:

Parkstone Grammar School COLLECTIVE WORSHIP AND ASSEMBLIES POLICY. Date approved: 04/07/2017. Matters Committee Date of next review: Parkstne Grammar Schl COLLECTIVE WORSHIP AND ASSEMBLIES POLICY Date apprved: 04/07/2017 Apprved by: Curriculum and Student Matters Cmmittee Date f next review: 2019-20 Type f plicy Nn-Statutry Plicy Dcument

More information

Dorsey s Search. Name Address Home Telephone Work. Address. Property Owner s Signature

Dorsey s Search. Name Address Home Telephone Work.  Address. Property Owner s Signature Drsey s Search Return t: Linden Hall 4765 Drsey Hall Drive Ellictt City, MD 21042 410 730-4005 Fax 410 730-4008 ihatz@clumbiavillages.rg - Cvenant Advisr nmeredith@clumbiavillages.rg - Asst. Cvenant Advisr

More information

Our exhibit, AUDACIOUS FREEDOM, is about ordinary people who lived extraordinary lives dedicated to the struggle for freedom.

Our exhibit, AUDACIOUS FREEDOM, is about ordinary people who lived extraordinary lives dedicated to the struggle for freedom. Our exhibit, AUDACIOUS FREEDOM, is abut rdinary peple wh lived extrardinary lives dedicated t the struggle fr freedm. These peple were African American men and wmen wh lived in Philadelphia rughly between

More information

Colourful Stitches. Quick Summer Medallion. 45 x 45 Gyleen X. Fitzgerald Quick Summer Medallion.

Colourful Stitches. Quick Summer Medallion. 45 x 45 Gyleen X. Fitzgerald   Quick Summer Medallion. Quick Summer Medallin 45 x 45 Clurful Stitches 16 (finished) panel r rphan blck fr center ½ yard, center framing triangles ¼ yard, skinny frame brder 1 ⅔ yard, inside setting triangles 1¼ yard, utside

More information

Formative Evaluation of GeeGuides: Educational Technology to Enhance Art Exploration

Formative Evaluation of GeeGuides: Educational Technology to Enhance Art Exploration Frmative Evaluatin f GeeGuides: Educatinal Technlgy t Enhance Art Explratin Prepared by Clleen F. Manning Senir Research Assciate Gdman Research Grup, Inc. Submitted t GeeGuides LLC March 2005 EXECUTIVE

More information

Secrets of Quick and Painless Writing

Secrets of Quick and Painless Writing Secrets f Quick and Painless Writing Even prfessinals find that writing can be difficult I charge very high rates fr my articles, my freelance jurnalist friend nce tld me. I was intrigued and I asked why

More information

TUTORIAL I ECE 555 CADENCE SCHEMATIC SIMULATION USING SPECTRE

TUTORIAL I ECE 555 CADENCE SCHEMATIC SIMULATION USING SPECTRE TUTORIAL I ECE 555 CADENCE SCHEMATIC SIMULATION USING SPECTRE Cadence Virtus Schematic editing prvides a design envirnment cmprising tls t create schematics, symbls and run simulatins. This tutrial will

More information

COM/ENG 357: Scriptwriting for Serial Media Spring 2016 Tue./Thur. 12-1:50pm Black 139

COM/ENG 357: Scriptwriting for Serial Media Spring 2016 Tue./Thur. 12-1:50pm Black 139 COM/ENG 357: Scriptwriting fr Serial Media Spring 2016 Tue./Thur. 12-1:50pm Black 139 1 Instructr: Maria Sanders Office Hurs: Builln 225 Assistant Prfessr, Film and Vide Studies Mn. & Wed. 2-4:30p & Thur

More information

Flood Snakes and Ladders. Facilitators notes

Flood Snakes and Ladders. Facilitators notes Fld Snakes and Ladders Facilitatrs ntes May 2011 Fld Snakes and Ladders Facilitatr s Ntes This guide tells yu everything yu need t knw t run the game successfully. It cvers: 1. Setting up the game 2. Intrducing

More information

GANTOM iq AND iqx USER GUIDE

GANTOM iq AND iqx USER GUIDE GANTOM iq AND iqx USER GUIDE The Gantm iq is the wrld s smallest gb prjectr with zm and fcus fr prfessinal lighting applicatins. The Gantm iqx features the same amazing ptics f the Gantm iq but adds integrated

More information

2018 Print and DPI Annual Competition Rules

2018 Print and DPI Annual Competition Rules Brisbane Camera Grup 'Annual Cmpetitin' takes place in Nvember each year. It's the highlight f the club cmpetitin year and submissin standards are cnsistently high. All graded members are eligible and

More information

UNIT 10 SUMMARY AND PRACTICE HOMEWORK

UNIT 10 SUMMARY AND PRACTICE HOMEWORK UNIT 10 SUMMARY AND PRACTICE HOMEWORK UNIT 10 SUMMARY Ntice: Layut is different fr this and all future Units because we are nw reaching critical mass with ur review materials. Hpefully, yu will find this

More information

SISTEMA ELEVATÓRIO ETV 460A

SISTEMA ELEVATÓRIO ETV 460A Parts included with yur Flat Lift Lift unit ( #1 ) Pwer supply ( #2 ) R.F. Mdule ( #3 ) Rcker switch ( #4 ) Remte Cntrl ( #5 ) Lift unit ( #1 ) Remte Cntrl ( #5 ) Pwer supply ( #2 ) Rcker switch ( #4 )

More information

Photoshop Elements 7 Intermediate: Layout & Design

Photoshop Elements 7 Intermediate: Layout & Design Phtshp Elements 7 Intermediate: Layut & Design Designing a prject... 2 Preparing pictures fr use in a prject... 2 Creating a new blank dcument... 2 Adding a picture(s) t a prject... 2 Turning n the Ruler/Grid...

More information

Altis Flight Manager. PC application for AerobTec devices. AerobTec Altis v3 User Manual 1

Altis Flight Manager. PC application for AerobTec devices. AerobTec Altis v3 User Manual 1 Altis Flight Manager PC applicatin fr AerbTec devices AerbTec Altis v3 User Manual 1 Table f Cntents Intrductin...3 Requirements...3 Installatin...3 Applicatin...3 USB Driver fr Altis v3 interface ALink...4.NET

More information

Table of Contents. ilab Solutions: Core Facilities Core Usage Reporting

Table of Contents. ilab Solutions: Core Facilities Core Usage Reporting Revisin Date: 12/31/2012 Table f Cntents 1. Institutin, Cre Facility and Lab Administratin Reprting Overview...2 2. Hw d I access ilab Reprts?...3 3. What is the General Functinality fr ilab Reprting?...6

More information

Materials: Metals, timber, plastics, composites, smart and nanomaterials Candidates should:

Materials: Metals, timber, plastics, composites, smart and nanomaterials Candidates should: AQA Resistant Materials - Unit 1 Specificatin 2014-4560 Materials: Metals, timber, plastics, cmpsites, smart and nanmaterials Be aware f the surce f a range f materials. Understand they are prcessed fr

More information

For as long as there have been people trying to find their way, there have been stars to guide them. Stars dance in the heavens weather we see them

For as long as there have been people trying to find their way, there have been stars to guide them. Stars dance in the heavens weather we see them Fr as lng as there have been peple trying t find their way, there have been stars t guide them. Stars dance in the heavens weather we see them there r nt. They warm the darkness f the night and fill us

More information

PLIC Books School User s Manual

PLIC Books School User s Manual Schl User s Manual is a web based yearbk sftware that lets users, studi r schl, lgin and wrk n their yearbks frm anywhere. is very user friendly and allws users t uplad their wn graphics and images t easily

More information

Renton School District

Renton School District Rentn Schl District Curricular Apprach: Fr elementary, three alignment appraches were presented when develping the Rentn Schl District s transitin plan. The first mdel was keep science kits at their current

More information

Photoshop Elements: Color and Tonal Correction Basics

Photoshop Elements: Color and Tonal Correction Basics Phtshp Elements: Clr and Tnal Crrectin Basics Cntrast Lighten Phtshp Elements: Clr and Tnal Crrectin Basics 1 Sharpen Expsure Phtshp Elements: Clr and Tnal Crrectin Basics 2 Highlights and Shadws All key

More information

6 th Grade Jingle Composition Project

6 th Grade Jingle Composition Project 6 th Grade Jingle Cmpsitin Prject Wh: An assigned grup f 3 grup members What: A shrt cmmercial selling a Wyndcrft based prduct r service When: Perfrmances n Octber 31 st and Nvember 1 st Yur gal is t create

More information

RiverSurveyor S5/M9 & HydroSurveyor Second Generation Power & Communications Module (PCM) Jan 23, 2014

RiverSurveyor S5/M9 & HydroSurveyor Second Generation Power & Communications Module (PCM) Jan 23, 2014 SnTek, a Xylem brand 9940 Summers Ridge Rad, San Dieg, CA 92121-3091 USA Telephne (858) 546-8327 Fax (858) 546-8150 E-mail: inquiry@sntek.cm Internet: http://www.sntek.cm RiverSurveyr S5/M9 & HydrSurveyr

More information

DEAD MAN S DOUBLOONS. Rules v1.2

DEAD MAN S DOUBLOONS. Rules v1.2 DEAD MAN S DOUBLOONS Rules v1.2 OVERVIEW Welcme t Dead Man s Dublns, an actin packed bard game fr 2 t 6 players, playable in 30 t 45 minutes. Each player takes n the rle f a legendary pirate ship captain,

More information

Genealogy Project 7 th Grade Social Studies

Genealogy Project 7 th Grade Social Studies Name: Perid: Date: Genealgy Prject 7 th Grade Scial Studies The students will spend the next few weeks researching their families genealgy (family tree). Last year in the 6 th grade, students made a family

More information

Improv Piecing and Matchstick Quilting By Kelly Nagel, Sulky of America

Improv Piecing and Matchstick Quilting By Kelly Nagel, Sulky of America Imprv Piecing and Matchstick Quilting By Kelly Nagel, Sulky f America What is Imprv Piecing? Piecing withut a set pattern, hwever, yu can plan yur entire quilt befre yu start, if yu chse. This kind f piecing

More information

Lab 1 Load Cell Measurement System (Jan 09/10)

Lab 1 Load Cell Measurement System (Jan 09/10) BME/ECE 386 Lab 1 Lad Cell Measurement System GOALS Lab 1 Lad Cell Measurement System (Jan 09/10) 1) Test the lad cell amplifier. 2) Write an Arduin prgram t: a. Acquire data frm a lad cell amplifier b.

More information

Pencil Drawing. Hard 2H H F HB B 2B 4B 6B Soft

Pencil Drawing. Hard 2H H F HB B 2B 4B 6B Soft This activity is abut learning hw t use ur pencils t create wnderful images like these. Take a lk at a few that All Saints students have dne in the past. (Take a lk at the riginals at the frnt f the rm

More information

From Beginner to Expert in 90 Minutes

From Beginner to Expert in 90 Minutes Cmma CMMS Maintenance Management at Yur Fingertips Frm Beginner t Expert in 90 Minutes http://cmmacmms.cm Table f Cntents Intrductin... 3 Frm beginner t expert in 90 minutes... 3 Sessin 1 Set it Up! (5

More information

Cascading Skirt Pattern

Cascading Skirt Pattern Cascading Skirt Pattern Fr this pattern yu will need: 1/3 yard f well draping fabric. Swimwear, dance fabrics, and very stretch knits are the perfect fabrics fr this pattern s style. (Yu can use ld T-shirts

More information

WiFi Lab C. Equipment Needs:

WiFi Lab C. Equipment Needs: WiFi Lab C Event Objective: Teams will cnstruct an antenna prir t the turnament that is designed t transmit a signal at 2.4 GHz and cmplete a written test n the principles f electrmagnetic wave prpagatin.

More information

Visual & Performing Arts Curriculum Organizational Framework Subject: Art Grade Level Cluster: 6-8

Visual & Performing Arts Curriculum Organizational Framework Subject: Art Grade Level Cluster: 6-8 Visual & Perfrming Arts Curriculum Organizatinal Framewrk Subject: Art Grade Level Cluster: 6-8 BOLDED CPIs COORESPOND WITH ESSENTIAL QUESTIONS IN MODULES Mdule 1: Culture Mdule 2: Art Histry Mdule 3:

More information

National Curriculum Programme of Study:

National Curriculum Programme of Study: Natinal Curriculum Prgramme f Study: Cunt in steps f 2, 3, and 5 frm 0, and in tens frm any number, frward and backward. Recall and use multiplicatin and divisin facts fr the 2, 5 and 10 multiplicatin

More information

INSTALLATION INSTRUCTIONS

INSTALLATION INSTRUCTIONS Lad: Min. 5 kg Max. 100 kg TS1000A TS700A INSTALLATION INSTRUCTIONS CONTENT: 1. Imprtant safety instructins. 2. Specificatins and main measures. 3. Parts included. 4. Installatin. 5. Adjusting the strke

More information

AP Language and Composition

AP Language and Composition AP Language and Cmpsitin 2018-2019 This summer yu are required t read three bks. They are: Outliers by Malclm Gladwell, The Clr f Water by James McBride, and The Old Man and the Sea by Ernest Hemingway

More information

CATA Composer R2016 Fact Sheet. Add a New Dimension to Your Product Communications

CATA Composer R2016 Fact Sheet. Add a New Dimension to Your Product Communications CATA Cmpser R2016 Fact Sheet Add a New Dimensin t Yur Prduct Cmmunicatins Versin 1.0-8/11/2015 Table f Cntents 1. CATIA Cmpser: VALUE AT A GLANCE... 3 2. CATIA Cmpser: Overview... 4 2.1. Immediate Prductivity

More information

Meet the Science Expert

Meet the Science Expert Smithsnian Latin Center Meet the Science Expert DESCUBRA! CREATE-IT POCKET SCIENCE HANDOUTS DESIGN AND BUILD WIND INSTRUMENTS 1. Overview: Wrking with different sized straws and ther materials (see the

More information