Saturday, 21 November 2020

NEXT-GEN Nescot Year 4 HND - Corridor Walk tracking

 For this small project, we were tasked with tracking a face onto a man walking down a corridor. We were given stock images and footage to be used in the project.


First, I precomposed each of the layers and began to edit the footage of the walking man by creating a "Keylight" to remove the greenscreen background and a mask to remove most of the watermark and shadow beside the feet.


Next, I used the tracker After Effects plugin "Mocha" to make a tacker on the man's face and track it by position.


Then, I used the newly created tracker to fix the head to the top of the walking man, making sure to adjust the head's center point to better position it onto the tracker.


Finally, I grouped the head to the walking man and rescaled the man to around the size of the door before then sizing them back up to make it appear as if the man was walking closer towards the camera.


Overall, I think I did well on this small project because the final video looks good, with the head tracking appearing smooth and the final effects fitting well within the scene. If I could improve on this project I would remove the shadows surrounding the feet and better attempt to hide the overlaying watermark on the walking man layer.

Wednesday, 18 November 2020

NEXT-GEN Nescot Year 4 HND - Going Indie (Market Research)

During this project, we were tasked with completing development on a videogame and shipping it to a chosen intended audience. In order to do this, first, I need to understand the the target audience I would eventually choose, through market research and promotion research. Eventually, using this information to create a game idea designed around this specific audience, I will compare the viability of this game idea to others in relation to different videogame markets. The different player types are normally categorized by four different sectors, however, sometimes they are categorized by individual ideals.

The different sectors for Player types within the videogame industry are:

Achievers:

Achievers are often players who prefer to gain "points", levels, equipment and other concrete measurements of success in games and are willing to go to great lengths to achieve rewards that are merely cosmetic. They want to be able to show their progression and enjoy collecting rare items and putting them on display. This player type responds particularly well to achievements or hard to get items.

Single-Player appeal:

With single player games, Achievers will typically attempt to "beat" the games that they play, often being drawn to games that offer a 100% completion rating appeal, drawing Achiever players towards the game.

Multiplayer appeal:

One if the multiplayer appeals for Achievers is that they have the opportunity to show off their skill, loot or other things they value, to other players. They can both value or despise competition from other Achievers, while also often getting along with Socializers.

Achievers will often attempt to get all "Achievements" in the various games they play. This can be reinforced by the platform they play on. For example, PlayStation and Xbox both have achievements and trophies for players to collect from games and show off to others.

Explorers:

Explorers, like the name, enjoy discovering new things and secrets in the games they play. They are not as bothered about points or prizes and instead much prefer discovery as a prize. Explorers are often fine with more repetitive tasks as long as they eventually "unlock" a new area of the game or some kind of "Easter egg" (a small bonus within a game left by the developers, it can be a joke, extra video sequence or even reference to another form of media). 

Explorers often enjoy finding surprises and can, for example, sometimes begin checking walls in order to try and find secret passages in their search for secret or hidden content. Building secret areas and things to discover into games typically draws these players to play certain games.

Single-Player appeal:

Explorers see combat, gaining levels and points secondary in favour of exploration, solving puzzles and enriching themselves in the games backstory and lore, so they can find out about people and places in-game. This is in contrast to the Achiever.

Multiplayer appeal:

While Explorers do typically enjoy playing with others, showing secret locations and exploring online worlds, they will often become bored with games they have played for a significant amount of time and will swap to other games quicker than most other gamer types.

Socializers:

Socializers normally enjoy games through interaction with other players. Socializers are happy to collaborate with others in order to achieve goals that they could do on their own. Games like "Farmvill" tend to appeal to Socializers because it allows the player to interact with NPCs, forming releationships and working together, while also allowing players to play online with freinds.

Single-Player appeal:

Socializers, rather than wanting to win or explore, instead prefer to be social in the games that they play. This can be achieved by either having a multiplayer function within the game or by having the characters be interactable, allowing the player to talk to and possibly make bonds with the NPC characters in a singleplayer setting. Some games that allow players to interact and socialise with NPCs include the: Mass Effect, Fable and Knights of the Old Republic series.

Additionally, Socialisers also tend to play singleplayer games that have a strong sense of community around them. Games that allow the player to control and build NPC comunities and games that allow players to use forums and post picture of what they have created to share with others. These games include: Cities: Skylines, SimCity 4, and Dwarf Fortress.

Multiplayer appeal:

Socializers enjoy online environments that allow them to communicate with other players, providing them with limitless potential for new relationships. Socializers often take full advantage of the ability to join groups, guilds or kinships in many online games. This often leads to these types of players playing significantly more online games than singleplayer games.

Killers:

Killers are similar to Achievers as they both enjoy gaining points, winning and gaining a higher status than other players. What sets them apart from Achievers is that Killers prefer to win over other players, leading these players to typically play more multiplayer games and enjoy beating others in competition. These players also tend to play games involving fighting other players such as "Call of Duty", hence why they are called "Killers".

Killers are highly competitive, and winning is what normally motivates them, with them typically wanting to be the best at the game and being better than other players.

Single-Player appeal:

Killers, due to their competitiveness and normally multiplayer based playstyle, don't typically play singleplayer games. However, Killers enjoy causing mayhem among NPC characters.

Multiplayer appeal:

Killers much prefer to play against another player controlled opponents to playing with or against NPCs and mostly, Killers enjoy friendly competition, while others enjoy being the strongest and destroying other players. An example of this can be seen in MMO RPGs that allow Player Vs Player (PVP) combat, when an incredibly high level or overpowered character begins destroying and repeatedly killing weaker, lower level player characters.

In order to create a videogame before the deadline, I have decided to create a top-down shooter game using the Unity engine.

Analysing market information to define a target audience:

Some games I have used for inspiration on my project include: Darkwood, Hotline Miami and DoorKickers.

Darkwood is a top down perspective, 2D survival horror game that was developed by Acid Wizard Studio and uses a line of sight lighting method to hide enemies and changes in surrounding areas where the character could not normally see.

The game takes place somewhere within Poland or the Eastern hemisphere of countries in Europe, where the characters have been trapped for an indiscernible amount of time. The story is mostly vague, however, what is known is that the game takes place in the late 1980's within a mysterious forest that has rapidly occupied a large amount of land and is still continuing to expand. Many people have been left trapped by the forest with a strange plague that is ravaging the survivors, killing and causing its victims to transform into monsters and abominations.

A group known as "The Outsiders", which mostly consists of government and soldiers were sent to investigate the woods, setting up hideouts and a tunnel system to get in and out of the forest. By the time the game takes place, most of The Outsiders are dead or evacuated from the zone.

The Player takes control of a supposed doctor as he searches for supplies. The Doctor seems to be disillusioned with his job of helping people and is hellbent on escaping the forest.

Darkwood marketing and release:

The game was revealed through the release of a pre-alpha gameplay trailer on YouTube (March 5th, 2013) before that releasing a page for the game on Steam Greenlight on March 11th, 2013 and creating a campaign on the crowd funding website "Indiegogo", funding the game's initial development. 

This campaign grossed over $57,000 (USA), totaling around 143% of the established goal ((USA) $40,000).

The game was first released on Steam Early Access on July 24th in 2014 with the full game eventually being released on August 18th in 2017 for PC, before then being ported to the Nintendo Switch (on March 20th, 2019), Nintendo Direct (on May 16th, 2019), PlayStation 4 (on May 14th, 2019) and Xbox One (on May 16th, 2019) under the publisher "Crunching Koalas".

Eventually, the developers released a blog post on "Imgur" detailing the story of the game's development process and releasing a free torrent of the game, asking players to buy it if they enjoy it. This was because the developers wanted players who couldn't afford the game to be able to play it and they preferred to give the game for free to some people rather than feed the "leeching key-reselling websites".

The game was positively received upon its release, getting a "Metacritic" score of 80/100 on almost every platform (PC - 80/100, NS - 74/100, PS4 - 80/100, Xbox one - 80/100), leading to Metacritic including the game in their top 100 best videogames of 2017.

Darkwood audience:

Overall, I believe Darkwood's audience is a mix of both Explorers and Socializers. I believe this because the map layouts for Darkwood are procedurally generated, allowing Explorers to find new things each time they play, whether it is secrets, loot or different characters. Leading on from this, I believe the game also tends to Socializers because it allows you to interact with, form alliances with and do missions for, a large number of different NPC characters, with the outcome of these interactions having an impact on the game as you progress.

Hotline Miami is a top-down 2D shooter created by Jonatan S and Dennis Wedin (Dennaton Games) and was published by Developer Digital, releasing on October 23rd 2012 on PC.

Hotlime Miami is set in 1989 Miami and revolves around an unnamed silent protagonist, called "Jacket" by the fans, who receives coded messages on his answering machine instructing him to commit massacres against the Russian mafia. The game is a mix between stealth, storytelling and extreme violence all based around music and visuals inspired by the 1980s.

Hotline Miami marketing and release:

Hotline Miami was mostly marketed through YouTube, their Steam page and website. Leading up to the release of Hotline Miami, Devolver Digital opened a phone line in real life Miami, Florida to allow people to call and leave voice messages of their own. Some time later, after the initial release of the game, a trailer was created using these recordings.

At its release (23rd October 2012) the game received massive critical acclaim and praise for its narrative, themes, music and gameplay. Hotline Miami has therefore been regarded  as a "cult classic" and a sequel called "Hotline Miami 2: Wrong Number" was released shortly after (10 March 2015).

Around mid-December (2012), the publisher for the game (Devolver Digital) revealed that around 130,000 copies of the game were sold within the first seven weeks after the game launched.

Later, in an interview with Poket Gamer, the developers explained that they would be porting the game to PlayStation devices but would require a third party to port it for them. The developers also explained they were considering porting the game to IOS and Android devices, with the IOS version releasing on the 19th of March 2013.

In mid-February 2013, it was revealed that over 300,000 copies of the game had been sold and Devolver Digital with developer Dennaton Games confirmed the game would be coming to PlayStation 3 (PS3) and PlayStation Vita (PSV).

The game, on PlayStation devices, was cross-buy, allowing people who had purchased the game of PS3 or PSV to play it across both platforms without needing to buy it again. The port for the game was done by Abstraction Games, who decided to shift the game engine from GameMaker 7 to the PhyreEngine, adding extra features such as enhanced controls, an extra unlockable mask and online leaderboards.

Hotline Miami audience:

For Hotline Miami's audience, I believe it primarily consists of Achievers. This is because, the gameplay is primarily fast pace, with point systems that can be higher or lower depending on how well you play. Alongside this, the game also has a leaderboard function, allowing Achievers to compare their skills to others in the attempt of climbing the leaderboard and besting other people.

Enter the Gungeon is a rouge-like top down shooter with a cartoonish style and a fast passed "bullet hell" type gameplay. Enter the Gungeon was developed by Dodge Roll and published by Devolver Digital, releasing worldwide for PC and PlayStation 4 (PS4) on April 5th (2016), Xbox One on April 5th (2017) and Nintendo Switch on December 14th (2017).

The game follows a number of characters as they descend into the Gungeon (a gun-themed dungeon) in order to find the gun that can "kill their past". The game has procedurally-generated levels where the player must fight through enemies and acquire new guns while descending deeper into the Gungeon.

Enter the Gungeon marketing and release:

Enter the Gungeon was mostly marketed through its steam page and youtube trailers, though they also have a website relating to the game.

On release, Enter the Gungeon received mostly positive reviews, with Metacritic giving it a score of 83/100 on PC, 82/100 on PS4, 85/100 on Xbox One and 87/100 on Nintendo Switch, other review sources also gave the game high praise, with Destructoid giving it a 9.5/10, IGN giving a 8.5/10 and EGM giving a 9/10.

Enter the Gungeon sold over 200,000 copies within its first week across all platforms with an estimated 75% being bought from their steam page. By January 2017 the game had sold over 800,000 copies across all platforms, and according to Devolver Digital, eventually reached more than 1 million copies sold by July 2017 with 2 million being reached in March 2019, also as of January 2020 it has exceeded over 3 million copies sold.

Enter the Gungeon audience:

Ultimately, I believe Enter the Gungeon's audience is mostly centered around Achievers. This is because of both the game's difficulty posing an appropriate challenge for players and while not having a point system, the game does have a series of unlockables that are randomly generated as well as a large number of achievements that can be unlocked.

Also, while the game doesn't have a leaderboard function, the game has a lot of emphasis on skill and luck, which may be a draw to the game for Achievers.

Strategies for promotion and marketing of a videogame:

Marketing the game is incredibly important, it is how you gain interest in your game, leading to people eventually buying the game once it is distributed. Therefore, it makes sense to use one or more marketing strategies to promote your game.

Some of the different strategies for marketing /promoting a videogame include:

  • Videogame blogs/websites. These are used to both market the game through showing gameplay, screenshots and typically giving a description for the game and to give updates on the game's development.
(Games that have used this mode of advertisement: Darkwood, Hotline Miami and Enter the Gungeon.)

  • Crowd funding. This is used to gain the funds and traction needed to create the game while also marketing the game by showing screenshots, gameplay, game updates and giving crowd funding backers benefits, such as their names appearing in the game. Examples of crowd funding sights include Kickstarter and Indiegogo, both of which can be used to advertise or fund your game. Crowd funding is similar to having a Videogame blog or website, however, there is significantly larger pressure to deliver the game, as many people have paid in advance for the game to be created.

(Games that have used this mode of advertisement: Darkwood, Undertale and Outer Wilds.)

  • Advertisements on YouTube. These are used to advertise the game to a wide audience, with more adverts appearing depending on how much you pay. At the same time, you can also pick video types that your adverts can appear on, therefore allowing you to advertise to a targeted audience. 

This is good for getting people to see your game and can gain a larger attraction compared to other advertisement strategies.

This method of advertising also has multiple other branches to it, such as using a personally created YouTube channel to show advertisements or updates for the game. Or using paid sponsorships, which is when you pay a larger youtuber to play or advertise your game. 

(Games that have used this mode of advertisement: Enter the Gungeon, Darkwood, Raid Shadow Legends and Fortnite.)

  • Advertisements on TV. Similarly to advertisements on YouTube, these are used to advertise the game to a wide audience, once again the more paid the more adverts are shown. However, unlike on YouTube you cannot particularly choose what audience the adverts are shown to.

(Games that have used this mode of advertisement: Clash of Clans, FIFA Series.)

  • Advertising at Game Conventions. This is used to simultaneously advertise the game to people by showing the game and possible gameplay as well as game testing by allowing people to try the game, possibly making them more interested in the game. Advertising at Game Conventions pairs well with Videogame Websites/Blogs as it allows people that saw the game at the convention to find and get updates on the game during it's development.

(Games that have used this mode of advertisement: Fez, Destiny series.)

Possible Marketing ideas for my Game:

As already discussed, there are many different ways I can market my game. The most available marketing strategies to me include:

Marketing through a website - because I already have a website that I could use it to advertise the game and I have yet to use the website for anything particular.

Marketing through Youtube - as I could use my YouTube channel to advertise the game for free and with little effort.

Marketing through my blog - I could advertise the game on my blog by showing the progress of the game being made as well as explaining what the game will be and examples of what it looks like.

Out of these marketing strategies I most likely will use YouTube to market my game through the use of trailers and possibly by using my website to market it, using it to show videos and screenshots.

Basic Game Concept idea:

My idea is a Top-down Shooter where your character goes Room to Room fighting enemies. The player will have limited visibility making the player unable to see any Enemies in the next room.

Comparing the viability of my game idea to different markets:

Of course, my game idea won't cater to all audiences and as previously stated, I decided to cater more towards the Achiever demographic.

The likelihood for my game marketing towards each of the market demographics includes:

Achiever - the most likely because the game type and gameplay elements cater towards them the most effectively. In order to strengthen this bond I could add a leaderboard and score, depending on how the player makes it through the level or possibly add collectables.

Explorer - least likely because I intend to make the game with levels rather than an open world and the game would have significantly less exploration that is available. In order to make the game more marketable towards the Explorer demographic I could add secret rooms or additional secrets that can be found.

Socialiser - not particularly likely but depending on my decisions in game development I could possibly cater more to this demographic by adding characters that talk to the character and maybe giving the player options to respond.

Killer - not very likely because this demographic gravitates to more online centred games. I could cater more to this demographic by adding a multiplayer option, however this would be unlikely.

My target audience:

Overall, due to my research I have decided the target audience I will be working towards will be the Achievers. This is because many other similar games to my concept idea cater towards Achievers and it would allow me to create a point biased/ time based game that records your score. Other reasoning for this is because top down shooter games that lean towards the Achiever audience tend to sell a significantly larger amount of game copies than other top down games.

Thursday, 12 November 2020

NEXT-GEN Nescot Year 4 HND - Poster Replacement

For this short project, we were tasked with using After Effects to rotoscope a new poster over an existing poster and tracking it to the movement of the camera. The poster I chose to replace the image with was the poster for "The Thing" (1982).

Firstly, I imported the footage of a hallway poster and used a 3D camera tracker to create a tracker and a representation of the 3D space.

Next, I used the select tool to hover over the created 3D tracker and created a track solid.

Then, I realigned the track solid until the top and bottom sides aligned to the top and bottom of the poster, making sure to maintain a symmetrical size for each value.

After this, I pre-composed the track solid and inserted the poster over the top, making sure to align it with the poster in the previous poster underneath.

Afterwards, in the poster pre-composition I removed the visibility of the track Solid in order to better fit the poster into the frame, as well as removing the green side bars that would hang over the edge of the image.

Finally, I added an assortment of effects to fit the image more effectively into the scene. These effects included; changes in the image's saturation to make it more grey and brightness to appear darker, similar to the background. The next effects I added were exposure and grain, to better fit with the camera footage and its subtle grain.

Overall, I believe that I did well on this project because the final poster image blends well into the footage and believably tracks and fits within the frame. However, if I could improve on this project I would add a reflective appearance to the poster, making it better fitted into the scene.

Monday, 9 November 2020

NEXT-GEN Nescot Year 4 HND - Climate change: Research

Humans tend to obsessively keep track of basically everything on earth, therefore, it’s not particularly surprising that humans have been constantly recording the earth’s temperature for the last hundred years.

A great example of this is the “British East India Company”. At its peak at the beginning of the 19th century, it had approximately around 450 total ships in service over the timescale of about 40 years.

During this time these ships were repeatedly travelling across the Atlantic and Indian oceans. During this time, most (if not all) of these ships would take daily logs of their exact position, wind speed, air pressure and temperature.

From the data entries of these boats, we have managed to amass around 273,000 different climate records from 1789 to 1834.

Overall, what humans found from our measuring of the planet was that over the course of the last one hundred years the temperature has been seemingly getting significantly hotter.

As can be seen in this graph.

In other words, if you look at this graph going back in time, it looks like the temperature on average was getting colder. Whereas when we go forward in time it looks as if on average the temperature has been getting hotter.

The problem is how do we know what the reason of this is? And in order to work this out it is good to look at the different things that can cause temperature change on earth. The most obvious one of these is the sun.

So how do we know the sun isn’t just getting warmer? Well, this graph below shows the amount of energy we have been receiving from the sun.

NASA have been using satellites to measure the amount of energy form the sun since the late 1970s.

Whereas before then the energy was determined by the number of black spots on the sun which are cooler areas allowing us to accurately estimate the current amount of energy received from the sun (the more the colder, the less the hotter) and has been accurately been measured for over a hundred years.

This graph also tells us that we haven’t seen an overall increase in energy from the sun since the 1950s.

If we place the changes to the earth’s temperature over the same amount of time beside this graph, we see the average temperature of the earth has steadily increased, while the energy from the sun has steadily decreased.

So, another possible reason why the earth could be getting hotter is that the earth is warming up due to its natural cycle and therefore we are now at a time in which the earth should just be getting hotter.

Therefore, here is a graph of the earth’s temperature change over the course of the last 800,000 years.

If you are wondering how that was worked out:

A while ago archeologists found that 5000-year-old man buried in ice called "Oezti". By looking at “Oezti” we found out loads about what humans were like 5000 years ago and we can do a similar thing with the earth’s temperature by looking at the incredibly old ice in Greenland and Antarctica.

If we could find ice that was 800,000 years old, we could determine what the temperature on earth was like when that ice froze. The ice in Greenland and Antarctica are great for this because their ice goes down for miles and miles and as we go down, different layers of ice appear indicating the different years the ice formed, similarly to that of rings on a tree stump showing the tree’s age.

To go back even 100,000 years you would have to dig into the ice for many, many miles, and obviously that’s what they did.

We can also do something similar by looking at very old shells of animals in the layers of sediment under the sea.

This has left us with an accurate idea of what the earth’s temperature was like for the past 800,000 years. And it is clearly all over the place because surprisingly, the earth doesn’t like to remain the same temperature at all.

It wasn’t humans creating the large spikes in temperature 800,000 years ago. So, the spike in temperature we are seeing right now could just be one of those spikes the earth has seen many times before happening again. To see if that is the case lets investigate the reasons for the big changes in temperature in the past.

And to answer that we need to investigate the “Milankovitch Cycles”. Which were invented by “Milutin Milankovitch”

In order to talk about this, let's zoom in a bit and focus on a graph that specialises in the earth’s temperature over the course of the last 400,000 years.

If we look closely at this graph, we can see that the earth’s temperature follows a pattern every 100,000 years or so.

It starts at the sort of temperature we are currently at now, before getting colder for around 90,000 years called a “Glacial period” and becoming hotter again for another 10,000 years called an “Interglacial period”. This is where we are now.

Things then tend to repeat themselves and this is just how the earth works. This is rather baffling as most of the time the earth is actually 5°c to 10°c lower in temperature than it is normally today. Especially since modern human civilisation has entirely developed during this hotter period of time. For example, for 90,000 years until roughly 10,000 years ago Canada was effectively completely covered in ice.

Why these cycles happen, is where the Milankovitch cycles come into play.

The Milankovitch cycles are about the earth and its orbit as it travels around the sun.

If you look at the earth from the outside you would see that the earth has something called “Obliquity” which effectively means the earth is in a perpetual tilt.

You see the earth is slightly tilted on its axis, so instead of the top and bottom of the earth getting the same amount of sun at any one time, it instead varies across the course of a year.

For example, in July the top half of the earth is facing towards the sun giving the top half of the planet much more energy from the sun, causing it to be summer. While the opposite is true for the bottom half of the earth which is why Australia has its winter in July.

So, the earths tilt isn’t always the same. The earth instead tilts from 22.1° to 24.5° and back again.

This happens in a cycle, tilting to its maximum and back again, each time taking 41,000 years.

The reason why the earth tilts like this (back and forth) is because the other planets that travel around the solar system tug on the earth with their gravity as they orbit around the sun, causing the tilt of the earth to wobble up and down.

This is significant because at the earths maximum tilt it makes things much hotter during each of the hemisphere’s summers. This situation of high earth tilt is what causes the planet to get warmer and warmer, ending glacial periods and causing the large spiky increases in temperature we have seen in the past. An example of this was around 10,000 years ago. This was at the end of the glacial period, making the world much hotter and allowing human civilisation to thrive.

There are a few other things about our orbit that change and result in these sorts of events, however Obliquity is generally the most significant.

Based on this theory its sensible to say that perhaps we are getting warmer because we are tilting more towards the sun. However, the issue with this is that we just had our maximum tilt around 10,000 years ago when that glacial period ended and are now beginning to tilt away from the sun, explaining the decrease in energy received from the sun.

The biggest lesson from this is that our tilt changes very slowly with a change of just 2° over the course of 20,000 years. This shows that changes in the earth’s temperature normally change very slowly. As the earth goes into an interglacial period it increases in temperature by around 4°c to 7°c over the course of around 5,000 years.

But in the past 100 years on earth we have seen our temperature rise by about 1.1°c which is roughly 10 times faster than in the past. On average there would be an increase of 0.11°c  every 100 years, at the beginning of an interglacial period.

While simultaneously we are at a point in time that our global temperature should on average be getting colder.

Despite looking into the temperature changes in the past there isn’t anything definitive to explain the sudden increase in global temperature we have experienced over the last 100 years. As a result, the next big theory we can talk about relates to the amount of CO2 in our atmosphere.

This theory starts with the sun. The sun keeps us rather warm, however it isn’t enough to keep the earth going. Without an atmosphere the earths average temperature would likely be around -18°c because we would constantly, during the night where the earth faces away from the sun, lose all our heat to the depths of space and freeze.

The reason why we remain warm is because there are certain gasses surrounding us called “Greenhouse Gasses” keeping the earth warm. The main gasses are H2O (water, and yes, I know it’s not a gas), CO2 (Carbon Dioxide) and CH4 (Methane).

While you would be right in thinking that these gasses should also just be lost to the depths of space, however, the earth is very big. And because the earth is so big it has the gravitational force to hold all these gasses in so they can’t escape, creating the earth’s atmosphere.

These gasses then absorb heat energy from the sun, more energy than the earth itself gives off, like that of a sponge. Then after a while they shoot this energy out in all directions and the earth then absorbs the additional energy from both the sun and the gasses… like a sponge.

This means that the earth gets much more heat energy fired at it and the earth is much hotter than it normally would be without these gasses. As a result, the earth’s temperature is around 15°c and we can survive on it. Without these gasses the earth would most likely be an icy ball floating around in the vacuum of space… or in other words like Mars.

Anyway, that’s how greenhouse gasses work, and as stated before, humans just can’t stop measuring things.

So, here is a graph showing the earth’s concentration of CO2 in its atmosphere going back to 803,719 BCE (going back 800,000 years)

If you were wondering how that was figured out, let's go back to the ice found miles and miles under the Arctic and Greenland, basically that ice, like all ice has small pockets of gas trapped inside it. Therefore, the older the ice, the older the air trapped inside it would be. This allows us to extract the air from these pockets in the ice, giving us a snapshot of what the atmosphere was like thousands of years ago and allowing us to make an accurate estimation of the amount of CO2 in the atmosphere by measuring the amount of CO2 within the incredibly old air.

Rather interestingly, when you line up the temperature of the earth to the amount of CO2 in the atmosphere over the last 800,000 years it becomes incredibly clear that the amount of CO2 in the atmosphere and the earth’s overall temperature are very closely related.

Generally, whenever the global temperature goes up, so does the amount of CO2 in the atmosphere and vice versa. Overlapping these two graphs further shows their similarity and link towards each other with large influxes of temperature leading to more CO2.

Below is a graph of the temperature increase that happened at the end of the last Glacial Period but significantly zoomed in.

When the earth began to warm up 20,000 years ago, we can see that first it got warmer before the CO2 started to rise.

You can see a similar thing in this graph going back 400,000 years which shows multiple instances where the temperature first started to rise and so did the CO2. Then at other parts of the graph, first the temperature started to drop, followed by the CO2 concentration starting to drop.

What this appears to mean is that CO2 itself isn't particularly seen to drive the earth to getting hotter or colder. However, if you look at what is happening today (graph below) it seems as if the concentration of CO2 started to increase around the late 1800s and then there was an increase in the earth’s temperature shortly afterwards.

To understand what is going on here let’s investigate the rise in temperature at the end of the last glacial period again. As discussed, this was likely caused by the Milankovitch cycle making the summers on earth significantly hotter.

And if you want to know what this has to do with CO2, well the answer can be explained with 2 separate cans of Coca-Cola. To explain why, basically gasses can be dissolved in water effectively the same way that salt can. Coke is pretty much just flavoured water with lots of CO2 dissolved within it, and when you open the can, CO2 comes out of the liquid and escapes as a gas. Ultimately the colder a liquid is, the more gas can be dissolved into it. This effect is explained in a branch of chemistry called physical chemistry.

If you take a cold can of coke (representing the earth in a glacial period) and a warm can of coke (representing the earth in an interglacial period), when you open the colder can much less gas escapes compared to when you open the warm can, which releases notably more gas.

What I’m demonstrating with this is is that after the Milankovitch cycle warmed up the earth, the seas would have had to start releasing much more of the gas dissolved within them because warmer liquids can’t hold on to as much gas as cold liquids.

This explains why we see an increase in CO2 levels shortly after we see an increase in global temperature. This is relevant because kick starting the end of a glacial period needs significantly more heat than what we would get with the earth tilting a few more degrees towards the sun.

Each of the glacial periods lasted around 90,000 years each and coming out of them required a much more significant increase in temperature than what the Milankovitch cycle gives the earth by itself.

As a result, what seems to have happened is that the world is warmed slightly by the Milankovitch cycle causing the seas to release significantly more CO2. This then amplifies the greenhouse effect causing the earth to get even warmer, which in turn causes more CO2 to be released and things very quickly get significantly hotter.

This is demonstrated on this graph.

The graph shows the earth getting warmer at the end of the last glacial period similar to the one we saw before, however, this graph is significantly more detailed and uses the global estimated amount of CO2 in the atmosphere using every method we have available to estimate the earth’s average temperature as accurately as possible.

In this graph the CO2 levels of the atmosphere was initially led by the earth’s global temperature, but 90% of the earths warming only happened after there was a large increase in the atmosphere’s concentration of CO2 which would have been caused by the seas releasing more gas after the initial warming of the earth.

And after this happened, CO2 became what led the earth’s rise in temperature.

Temperature and CO2 do seem to be closely related as one has always affected the other. And if you look at the earth’s CO2 concentration over the last 800,000 years you would see that the total concentration has never properly exceeded 300ppm (parts per million) which is basically a measure of concentration. However, in just the last 100 years we have seen a jump in CO2 concentration to around 400ppm which is practically 33% higher than it has ever been before.

Shortly after this CO2 increase, we have seen an increase in temperature around 1.1°c which, again, is roughly 5 to 10 times faster than any other temperature increase we have ever recorded.

This change to our temperature is happening even though we are now slowly tilting away from the sun and the amount of solar energy hitting the earth is steadily decreasing.

But are greenhouse gasses the only thing that could possibly be making the earth’s temperature rise?

Below are a series of graphs explaining the different possible global activities that could possibly be affecting the global temperature.

(The global temperature increase we have observed over the last 100 or so years)

Here is the heating and cooling effect that volcanos have had on our planet for the last 100 years.

Here are the heating and cooling effects that the sun has had on our planet for the last 100 years.

And here is the effect human activity has had on the global temperature over the last 100 years.

What these graphs show is that greenhouse gasses are the only possible explanation for the rapid growth in the earth’s temperature, with many having very little to no effect while others are actively cooling the earth.

Based on the knowledge we know about CO2, the effect that it has had on our temperature in the past and the lack of any other possible causes, CO2 has been deemed the most likely cause for the increase in temperature over the last 100 years.

In that case it is important to understand where all this CO2 is coming from and to do that we need to talk about Fossil Fuels.

Fossil fuels are basically just plants and animals that died a very, very long time ago and over time these animals sank into the ground eventually becoming coal and oil.

This happens because coal and oil are mostly just made from carbon. And plants and animals too are mainly carbon. This is what we mean when we say we are “carbon-based lifeforms”.

When we burn these carbon-based fuels for energy the carbon in the coal and oil reacts with oxygen and creates CO2.

One of the main reasons why CO2 is believed to be the most contributing factor to the global temperature rise is because we started burning fossil fuels around the late 1800s during the industrial revolution and almost immediately afterwards we saw a rise in CO2 in the atmosphere, followed by a rise in temperature we are still seeing today.

But how do we know that this was caused by the burning of fossil fuels that caused this increase in CO2.

Well, interestingly when air floats into the atmosphere it absorbs cosmic rays from space causing a very small amount of carbon in the air around us to become radioactive.

This is call Carbon-14 and all the air around us holds a very tiny amount. However, the carbon in fossil fuels has been trapped under ground for millions of years and hasn’t been exposed to the cosmic rays in a very long time. This means when we burn fossil fuels we release carbon that has very little to no Carbon-14.

To better convey my point here is a graph showing the average amount of Carbon-14 in our atmosphere since the 1800s.

Over time we see the amount of Carbon-14 in our atmosphere steadily reduce since the industrial revolution. This indicates that the atmosphere is being filled with CO2 that has very little Carbon-14 and the most likely cause of this CO2 is fossil fuels.

Unfortunately, we stopped being able to record the number of Carbon-14 as a reliable measurement of CO2 from fossil fuels after the 1950s. This is because we began testing the atomic bombs, releasing large numbers of eradiated Carbon-14 into the atmosphere.

However, there are also atoms called Carbon-13 which tell us similar things to Carbon-14 but aren’t radioactive and don’t get affected using atomic bombs.

So, with that in mind, we can see in this graph that the amount of Carbon-13 in the atmosphere drops steadily in the same way Carbon-14 did.

Judging from the evidence, the temperature rise is the fault of fossil fuels releasing CO2 into the atmosphere.

The earth warming a few degrees (as it is currently set in motion to do) based on the current amount of CO2 we are producing will bring a variety of different issues across the world. A few examples include: widespread flooding due to the icecaps melting and large areas will become too hot to live in or grow food and forest fires will become significantly more frequent.

So, in order to figure out what we can do right now to slow or lower the amount of greenhouse gasses we release into the atmosphere, first we need to know where all the human produced CO2 is coming from. Therefore, to break this down here is a graph showing different emission percentages produced by humans.

The main thing to see here is that 72% of all CO2 emissions produced from humans come from energy use. This is because much of the energy that we use comes from burning fossil fuels.

If we were to expand this, we can see that 43% of this is due to the production of electricity and the burning of fuels such as natural gas, which is also a type of fossil fuel for heating and cooking. Another 17% is from transport which comes from cars and planes and boats etc…

These are the things we need to focus on first simply because it is the largest slice. In order to do this, we must first start using less fossil fuels and instead use more renewable energy.

Renewable energy is effectively biofuels, wind turbines and solar panels. These are called renewable sources of energy because once it is set up it can make energy basically forever.

We take energy from places like the sun and the wind and use it to make power, so we no longer need to dig giant holes in the ocean or desert to mine coal or oil when we have an endless source of low cost energy available.

In 2016 the fossil fuel industry was subsidised $360 Billion to keep it on the path it’s on compared to renewable energy which was subsidised $140 Billion. Renewable energy was subsidised less than half of what fossil fuels were even though renewable energy is the fastest growing energy resource in America and Solar energy is the fastest growing in the world.

However, because it makes economic sense, the transition from fossil fuels to renewable energy is already happening.

In 2016, 26.5% of the worlds electrical energy came from renewables. This is partly because 146 of 197 countries set green electricity targets (targets to increase renewable energy for electricity). But this is only for electricity, not including the natural gas required in heating and cooking.

Only 10.3% of the energy we use to produce heat is from renewable sources and only 48 of 197 countries have set green gas targets (targets to increase renewable gas for heating and cooking). This is similarly true for transport, only 0.3% of our cars, planes and boats/other use renewable energy.

It’s mostly down to politicians and governments to choose to start building more renewable energy sources, to stop subsidising fossil fuels so much and instead start subsidising renewable energy more.

Simply, one thing you can do is just vote for whatever political party sets the most renewable energy targets. Most political parties release a document outlining all of their claims. You could use these documents and search for terms you care about such as the term “renewable” and find out what party has the most results corresponding to the term you search.

Another thing you can do is switch to a renewable energy provider. To switch you can search “100% green energy provider” and try to find some websites or a comparison page of different energy providers listed by how much their energy is sourced from renewables. The best of which would be one that provides both 100% green energy and gas.

Finally, let’s bring up the agricultural side of climate change.

The next biggest cause of CO2/greenhouse gas emissions is agriculture as this graph shows.

Therefore, it begs the question as to what foods produce the most CO2?

Well, here is a graph showing a selection of foods compared to the amount of CO2 equivalent in emissions per kilogram of said foods.

So cows clearly produce the most amount of CO2. This is because cows mostly eat grass (which is pretty much inedible) and which requires to be fermented within the cow’s stomach in order to digest. This creates methane gas which is then burped or farted out by the cow. This is incredibly troublesome because methane is 84 times more effective at warming the earth than CO2, which is why everything related to cows has such a high percentage on the chart.

Generally, animals produce a significantly higher amount of CO2 compared to plants because animals tend to fart a lot and need a lot of food.

Many people don’t want to go vegetarian or vegan and honestly, I don’t blame them (as I am one of those people too). I also think that nothing puts people off this topic more than some random stranger telling them what they can and can’t eat. Instead all I want to do is show you the statistics and let you make up your own mind on what you want to do.

The easiest starting point for someone who would want to get involved in lowering their personal CO2 emissions, could try to stop eating as much beef related products in favour of less polluting foods.

Interestingly, Poultry (chicken/turkey) doesn’t have much of an impact on the levels of CO2, so it would be understandable to eat less beef in favour of more chicken.

Here are the references used (in order):

East India trading company measuring climate: https://cp.copernicus.org/articles/8/1551/2012/cp-8-1551-2012.html

Earth temperature last 100 years graph: https://ourworldindata.org/co2-and-other-greenhouse-gas-emissions

Sun’s solar activity and amount of radiance hitting the earth: https://climate.nasa.gov/faq/14/is-the-sun-causing-global-warming/

Earth’s temperature over the last 800,000 years: https://earthobservatory.nasa.gov/features/GlobalWarming/page3.php

Ice core records used to measure the Earth’s temperature and CO2 levels going back: https://earthobservatory.nasa.gov/features/GlobalWarming/page3.php

Earth’s temperature over the last 400,000 years: https://saylordotorg.github.io/text_general-chemistry-principles-patterns-and-applications-v1.0/s09-05-energy-sources-and-the-environ.html

Glacial periods, mainly the most recent one: https://en.wikipedia.org/wiki/Last_Glacial_Period

Glacial and interglacial cycles: https://www.ncdc.noaa.gov/abrupt-climate-change/Glacial-Interglacial%20Cycles

Milankovitch cycles and Obliquity: https://climate.nasa.gov/news/2948/milankovitch-orbital-cycles-and-their-role-in-earths-climate/

Rate of Earth’s temperature changes in the past: https://earthobservatory.nasa.gov/features/GlobalWarming/page3.php

Greenhouse gasses and how they work: https://www.epa.gov/ghgemissions/overview-greenhouse-gases

Earth’s CO2 concentration over the last 800,000 years: https://www.epa.gov/ghgemissions/overview-greenhouse-gases

Measuring the Earth’s CO2 levels in ice cores: https://www.bas.ac.uk/data/our-data/publication/ice-cores-and-climate-change/

Earth’s temperature VS CO2 concentration during the last glacial period (references are below their video): https://www.youtube.com/watch?v=dHozjOYHQdE

The Earth’s temperature changes, then its CO2 concentration follows: https://skepticalscience.com/co2-lags-temperature.htm

Gasses absorb different amounts as the temperature changes: https://antoine.frostburg.edu/chem/senese/101/solutions/faq/temperature-gas-solubility.shtml

Milankovitch cycles may cause the Earth to release CO2, which drives the temperature change: https://skepticalscience.com/co2-lags-temperature-intermediate.htm

Bloomberg graphs of how different things affect the Earth’s temperature: https://www.bloomberg.com/graphics/2015-whats-warming-the-world/

Changes to Carbon-13 and Carbon-14 levels in Earth’s atmosphere: https://www.skepticalscience.com/co2-increase-is-natural-not-human-caused.htm

How the Earth’s temperature will change based on the amount of CO2 we are currently producing: https://climateactiontracker.org/global/temperatures/

Breakdown of all human produced CO2: https://www.youtube.com/watch?v=GkbuV_a-rvs

Information for some of the graphs used, subsidy amounts for fossil fuels and renewable energy: https://www.ren21.net/wp-content/uploads/2019/08/Full-Report-2018.pdf

Renewable energy and it’s growth: https://www.c2es.org/content/renewable-energy/

Breakdown of CO2 produced by food manufacturing (references below the video): https://www.youtube.com/watch?v=mmNcOCwtFeg

NEXT-GEN Nescot Year 4 HND - Going Indie (Final game, itch.io Link)

For the final part of my Game Development project (Topdown Shooter), I was required to upload my finished game to Itch.io, allowing my game ...