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CHAPTER 1

INTRODUCTION

1.1 BACKGROUND OF THE STUDY

Multimedia is content (media) that uses a combination of different

content forms such as text, audio, images, animations, video and

interactive content. Multimedia contrast with media that uses only

rudimentary computer displays such as text-only or traditional forms of

printed or hand-produced material. Multimedia can arguably be

distinguished from traditional motion pictures or movies both by the scale

of the production and by the possibility of audience interactively or

involvement. Interactive elements may include: voice command, mouse

manipulation, text entry, touch screen, video capture of user, or live

participation. Multimedia can be recorded and played, displayed,

interacted with or accessed by information content processing devices,

such as computerized and electronic devices, but can also be part of a live

performance.

Presentations of multimedia may be viewed by person on stage,

projected, transmitted or played locally with a media player. A broadcast

may be live or recorded multimedia presentation; as for multimedia games

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and simulations may be used in a physical environment with special

effects, with multiple users’ experience, in order to make it easier and

faster to convey information.

Multimedia finds its application in various areas including,

advertisements, art, education, entertainment, engineering, medicine,

mathematics, business, scientific research and spatial temporal

applications. Some examples like creative industries use multimedia for a

variety of purposes ranging from fine arts, to entertainment, to commercial

art, to journalism, to media and software services provided for any of the

industries like commercial uses. It uses exciting presentation to grab and

keep attention in advertising and interoffice communications are often

developed by creative services firms for advanced multimedia

presentations beyond simple slide shows to sell ideas or liven up training.

In entertainment and fine arts, multimedia is heavily used in the

entertainment industry, especially to develop special effects in movies and

animations (VFX, 3D Animation, etc.). Multimedia games are a popular

pastime and are software programs available either as CD-ROMs or

online. Multimedia applications that allow users to actively participate

instead of just sitting by as passive recipients of information are called

interactive multimedia.1

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https://en.wikipedia.org/wiki/Multimedia

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In education, multimedia is used to produce Computer-Based

Training (CBT) courses and reference books like encyclopedia and

almanacs. A CBT lets the user go through a series of presentation, text

about a particular topic, and associated illustrations in various information

formats.

Upon knowing the background and the usage of multimedia in

different areas of expertise, the researcher has decided to design an

Institution for Multimedia in Game Development and Animation where

aspiring Filipino animators, filmmakers, developers, producers and

directors can showcase their talents and skills and help the economy of our

country.

1.2 STATEMENT OF THE PROBLEM

In March 29, 1994, the Internet first became available in the

Philippines. As a result, the country experienced new challenges and huge

changes in different aspects in the way of living and as Filipinos. The

evolution of technology opened many opportunities in the country that

enhanced the skill, talent and creativity of Filipinos give us spotlight and

to be known to other country. Through the Internet, other industries

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emerged, opening doors for good chances and as the growth of the

Multimedia community is also acknowledged.2

Filipinos are known for their world class talent, skills, and

creativity especially now that Filipinos are into technology and the arts.

However, due to lack of deeper knowledge, practice, and exposure of

talent, Filipinos tend to study outside the country to learn more and to

further develop their skills and creativity to produce world class projects

in the field of animation, film and gaming development. The study will

create an institution for the multimedia, letting aspiring Filipino

filmmakers, game developers, producers, animators, and directors to

widen their knowledge, showcase their skills and talent and to practice

their own field of course through design usage in the buildings and site

that reflects the said institution’s mission of inspiring Filipinos.

1.3 OBJECTIVES OF THE STUDY

The general objective of this research study is to provide an

institution for multimedia in game development and animation in order to

cater talented and creative Filipinos in the community. The following are

the major specific objectives:

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https://en.wikipedia.org/wiki/Internet_in_the_Philippines

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1.3.1 Social Objectives

 To design an institute for multimedia in game development and

animation that will have the facilities and services for the needs of

the users.

 To raise awareness by creating an institution in Cagayan de Oro

City that shows the creativity of aspiring Filipinos in their artistry.

1.3.2 Economic Objectives

 To contribute economic growth in the city by providing an

institution that encourages Filipinos to indulge in business

partnerships to elaborate artistry and to provide job opportunities.

1.3.3 Environmental Objectives

 To emphasize the usage of local materials and to deliver safety,

security and de-stressing thru green landscape for the leisure of the

people.

1.3.4 Architectural Objectives

 To have a well-planned institution that shows connectivity in the

field of animation, film, and game development.

1.4 SIGNIFICANCE OF THE STUDY

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With the availability of the Internet in the country in 1994, more

knowledge about the field of technology, whether in film, animation,

advertisement, game development, and even in graphic designing, were

acquired. Embracing the rise of the internet world, Filipinos easily coped

up to the changes; new things were learned through the internet, and due

to the creativity, skills and talent of the Filipinos their production in the

field of multimedia have become known to other countries.

The Institution for Multimedia in Game Development and

Animation is an open organization for aspiring Filipinos who want to

practice and nurture their skills in multimedia. It focuses in enhancing the

creativity of the Filipino animator, director, developer, producer and artist

in order to compete and show world class talents in the field of multimedia

and to develop and learn new knowledge in the world of multimedia,

learning some editing skills or even using new devices.

1.4.1 SOCIAL ASPECT

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The social aspect implies through having a design that connects

with what the institution is all about. It widens the horizon and knowledge

of the Filipinos as to what is in the world of game development and

animation. Gives an impact to other people that artists showcase more than

what we expect; through the hard work of the producers, animators, game

developer and director exert for the enjoyment of many, that can be a

world class masterpiece.

1.4.2 ECONOMIC ASPECT

In the economic aspect, this project will have the potential to

attract other people not just those who are into film, game development,

and animation but also people who want to enter and widen their skills in

the field of arts. In today’s time, people tend to do some adventure,

entering different fields that is not within their line of job. The institution

also gives job opportunities especially in other country, due to the talent,

skills, creativity and wide imagination of the Filipino that foreign agencies

and companies hire Filipinos.

1.4.3 ENVIRONMENTAL ASPECT

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Nowadays articles talking about how the environment being

destroyed by the works of the people are circulating around. Due to how

fast the world is developing, buildings where build left and right. Today

there are many solutions on how to build a building that will not affect

much the environment. Through the concept of Sustainable Architecture,

it will minimize the usage of artificial mechanism in the building.

1.5 SCOPE & LIMITATIONS

The main focus of this study is to design an Institution for

Multimedia in Game Development and Animation that caters talented

Filipinos who are into the field of arts and multimedia. Showcasing the

Filipinos artistry and wide imagination by giving opportunities inside and

outside the country. Ranges from teenage students, young professionals

and aspiring Filipinos.

The Architectural scopes mainly developed are the

following:

 Site Analysis

 Site Development Plan

 Space Programming & Facilities

 Design of the Buildings

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 Floor Plans

 Site Elevation

 Sections & Elevations

 Exterior Perspective

 Interior Perspective

The following facilities will be included and incorporated:

 Animation Building Facilities

 Game Development Building Facilities

 Student Dormitory

 Interactive Display and Museum Building Facilities

The facilities are limited to:

 Structural Analysis of the entire proposal

 Mechanical structures and details

 Electrical Details

 Plumbing Details

 Detailed cost estimates of the materials

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1.6 THEORETICAL FRAMEWORK

1.6.1 SUSTAINABLE ARCHITECTURE

Today each individual seeks inspiration in order to solve

man-made problems. Sustainable Architecture seeks solutions in

order to minimize the negative impact of the building to the

environment. By using the materials and energy efficiently and

with moderation; and also with proper study to the surroundings

and the community living within the site. Sustainable

Architecture lets building breath with the environment having

some system approach, making less damage and smartly using

the resources that is available.

1.6.1.1 HEATING, VENTILATION & COOLING SYSTEM

 An important and cost-effective element of an

efficient heating, ventilating, and air-conditioning

(HVAC) system is a well-insulated building.

 A more efficient building requires less heat

generating or dissipating power, but may require

more ventilation capacity to expel polluted indoor

air.

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 Site and building orientation have some major

effects on a building’s HVAC efficiency.

 Low energy designs also require the use of solar

shading, by means of awnings, blinds or shutters, to

relieve the solar heat gain in summer and to reduce

the need for artificial cooling.

1.6.1.2 SUSTAINABLE BUILDING MATERIALS

 Recycled Materials: Sustainable architecture often

incorporates the use of recycled or second hand

materials, such as reclaimed lumbar and recycled

copper.

 Lower Volatile Organic Compounds: Low-

impact building materials are used whenever

feasible: for example, insulation may be made from

low VOC (volatile organic compound) – emitting

materials such as recycled denim or cellulose

insulation, rather than the building insulation

materials that may contain carcinogenic or toxic

materials such as formaldehyde.

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1.6.2 SYSTEM APPROACH

Sustainable Architecture viewed as an architectural

discipline, in which ideas, concepts and strategy arise to come

up for a sustainable environment and community. In order to

have a sustainable building and environment some things need

to change based on political issues, changes in technologies,

calamities or economic practices and processes. Thus, the

system approach of Sustainable Architecture represented by

three (3) subsystem: Environmental, Economic and Socio-

cultural.

 Environmental Subsystem: Considering here the

environmental issues present today, such as greenhouse

effect, the thinning of the ozone layer, carcinogens produce

by building products, pollution of waterways, and the

mounting problems of waste disposal. Knowing what the

issues that affect the environment will think for a way to

prevent further damage to the surroundings.

 Economic Subsystem: Concerning the input (material,

labour, capital, etc.) and the output (goods, services, asset,

production, etc.) on what will the appropriate thing to do

and should proceed to a choice of particular products and

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services of the project that are influenced by multiple

factors according to the country’s economic status.

 Socio-Cultural Subsystem: In this subsystem it emphasizes

in maintaining differences of cultural diversity around the

globe, to where the source of adaptation and innovation

historically started. Socio-cultural subsystem depends in

the people to transmit the knowledge about sustainability to

the future generations, though through time the concept of

sustainable architecture changes with also the influence of

different culture and tradition of different countries.

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1.7 CONCEPTUAL FRAMEWORK

An Institution for
Multimedia in Game
Development and
Animation

Figure.1 Conceptual Framework

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CHAPTER 2

REVIEW OF RELATED ARCHITECTURE

2.1 FOREIGN LITERATURE (ANIMATION STUDIO)

2.1.1 20TH CENTURY FOX ANIMATION

Century City, Los Angeles

Figure. 2 20th Century Fox Animation

Twentieth Fox Animation is an animation subsidiary of Walt

Disney Studio, a division of The Walt Disney Company. Located in

Century City, Los Angeles, producing feature-length animated, stop

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motion, mixed media, and digitally-produced film is what the studio is

tasked for.

Hugo the Hippo (1975), Wizards, Raggedy Ann & Andy: A

Musical Adventure (1977), Fire and Ice (1983), FernGully: The Last

Rainforest (1992) with Interscope Communications, Once Upon a Forest

(1993), and The Pagemaster (1994), where the first seven animated films

released by 20TH Century Fox before they started their animation division.

2.1.2. A-1 PICTURES

Suginami, Tokyo, Japan

Figure. 3 A-1 Pictures

A Japanese based animation studio founded by ex-Sunrise

producer Mikihiro Iwata, which a subsidiary of Sony Music

Entertainment’s anime production firm Aniplex. Established by SMEJ on

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9 May 2005 an animation production division of Animplex, to animate its

anime series and productions. In the year 2006, it co-produced the

original production Zenmai Zamurai, and in October of the same year,

established a studio in Asagaya. The studio then produced its first series,

Okiku Furikabutte in the year 2007.

The studio established originally to manage the production of some

of the Aniplex’s family-oriented series, and since then it grow and

expanded as a full-fledged studio involved in the production of a wide

range of media and anime production. It also expanded its presence

internationally, participating in an international convention which is the

Anime Expo 2007 (AX 2007), held in Long Beach, California.

2.1.3. AARDMAN ANIMATIONS, LTD.

Bristol, United Kingdom

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Figure. 4 Aardman Animations, Ltd.

An animation studio based in Bristol, known for its films made

using stop-motion clay animation techniques, particularly those featuring

Plasticine characters Wallace and Gromit. The studio entered the market

of computer animation with Flushed Away (2006) after multiple

experiment conducted in short films during the late 1990s, beginning

with Owzat (1997). Aardman films have made $1 billion worldwide and

average $147 million per film. With their debut of the top-grossing film

as well as the highest-grossing stop-motion film, Chicken Run (2000),

and all their other stop motion films are among the top-grossing stop-

motion films.

2.1.4. CARTOON NETWORK STUDIOS

Burbank, California

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Figure. 5 Cartoon Network Studios

Cartoon Network is an American animation studio owned by

Warner Bros. Entertainment which produces and develops animated

programs. The studio produced programs like Adult Swim, a night-time

program blocks of the studio and beginning with J.G Quintel’s Close

Enough sometime in 2019, a sibling cable channel TBS. The Powerpuff

Girls is the only theatrical film produced by the company, which was

distributed by its parent company, Warner Bros. Pictures.

Their actual animation production services is done overseas,

mostly in the country of South Korea at the animation studio of Digital

eMation, Saerom Animation, Rpugh Draft Korea, and Sunmin Image

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Pictures, and the pre-production and post-production held in United

States.

2.1.5 NICKELODEON ANIMATION STUDIO

Burbank, California, United States

Figure 6 Nickelodeon Animation Studio

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Nickelodeon Animation studio is owned and operated by Viacom

through Nickelodeon. Produced many animated television series, such as

SpongeBob SquarePants, Rugrats, The Fairly OddParents, Invader Zim,

Rocko’s Modern Life, Hey Arnold!, The Adventures of Jimmy Neutron:

Boy Genius, The Ren & Stimpy Show, Danny Phantom, Avatar: The Last

Airbender, Teenage Mutant Ninja Turtles and The Loud House.

Nickelodeon Animation Studio also produced cartoon series for other

Viacom-owned channels, like Paramount Network.

In 1991, the animation division began creating three

original animated programs, Doug, Rugrats and The Ren & Stimpy

Show. Rocko’s Modern Life was the first full in-house series produce by

Games Animation which was founded by Nickelodeon for future

animated endeavors. In mid-1990s, Games Animation produced much

output of the network in partnership with other companies like Frederator

Studios and Klasky Csupo. In 1998, the studio moved from Studio City,

California to Burbank and was renamed Nickelodeon Animation Studio.

2.1.6. SPARKY ANIMATION

Singapore

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Figure. 7 Sparky Animation

Sparky Animation is a Singapore animated content company, they

produce 3D animation for home videos, digital games, mobiles, TV

series, internet content and movies for worldwide markets. The

company’s research department develops CGI production tools and

system. They also develop original contents and intellectual properties

and merchandises them globally.

In 2006, Sparky Animation started their operations in Singapore

which provides government subsidies for the entertainment industry. The

Jim Henson Company and Sparky Animation co-produced the TV series

Dinosaur Train. Year 2014 the company widen their production, they

have 120 employees and set up a new subsidiary company in Subang

Jaya, Malaysia. It also has a production facility in India.

2.1.7. STUDIO GHIBLI

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Koganei, Tokyo, Japan

Figure. 8 Studio Ghibli

Studio Ghibli, Inc. is a Japanese animation film studio, the

company is best known to their produced several short films, its anime

feature films, television commercials, and one television film. Studio

Ghibli founded on June 15, 1985, after the success of Nausicca of the

Valley of the Wind in the year 1984, with funding by Tokuma Shoten.

They also collaborated with video game studios on the visual

development of several video games.

Among the 10 highest-grossing anime films in Japan 6 of it are

Studio Ghibli’s film, Spirited Away (2001) being the highest, grossing

over $360 million worldwide. Many of their works have own the

Animage Anime Grand Prix award, and four have won the Japan

Academy Prize for Animation of the Year. Spirited Away won the

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Golden Bear in 2002 and the Academy Award for Best Animated Feature

Film in 2003.

2.1.8. TOEI ANIMATION

Nerima, Tokyo, Japan

Figure. 9 Toei Animation

Toei Animation is a Japanese animation studio primarily owned by

Toei Company. The studio produced numerous series, including Sally the

Witch, Gegege no Kitaro, Mazinger Z, Galaxy Express 999, Dr. Slump,

Slam Drunk, Digimon, One Piece and the Precure series.

Kenzo Masaoka and Zenjiro Yamamoto, both animators, founded

the studio in 1984 as Japan Animated Films. Toei purchased the studio

and renamed it Toei Doga Co., Ltd in 1956, but doing business outside

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Japan as Toei Animation Co., Ltd. Toei Animation produced many

popular TV series and movies and adapted Japanese comics. The studio is

also a shareholder in the Japanese anime satellite television network

Animax together with other anime studios and production companies,

such as Sunrise, TMS Entertainment and Nihon Ad System Inc.

2.2 FOREIGN LITERATURE (GAME DEVELOPMENT STUDIOS)

2.2.1. BUNGIE, INC.

Bellevue, Washington

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Figur

e. 10 Bungie, Inc.

Bungie, Inc. was established in May 1991 by Alex Seropian, who

later brought Jason Jones, a programmer, after publishing Jones’ game

Minotaur: The Labyrinths of Crete. The company concentrated on

Macintosh games during its early years and created two successful video

game franchises called Marathon and Myth. In 2000, Bungie was

acquired by Microsoft, and the project Halo: Combat Evolved was

repurposed as a launch title for Microsoft’s Xbox console. Halo became

the Xbox’s “killer app”, selling millions of copies and spawning the Halo

series. Bungie announced the separation from Microsoft on October 5,

2007 and become privately held independent company, while Microsoft

retained ownership of the Halo franchise.

2.2.2. DIGITAL EXTREMES

London, Ontario

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Figure.11 Digital Extremes

Founded by James Schmalz, Digital Extremes is a Canadian game

developer, best known for creating Warframe, a free-to-play online action

game, and they co-creating Epic Games’ Unreal series of games. Multi

Dynamic, now Leyou, bought 61% of the company for &73 million in

2014.

Founder James Schmalz created Epic Pinball, published by then

shareware publisher, Epic MegaGames. After the success of Epic Pinball

and the rising of technology, Schmalz founded Digital Extreme and

began co-development with Epic on what would be Epic’s Unreal

franchise. Digital Extremes broaden their library and technology with

development of its original intellectual property, Dark Sector, after years

of working with Unreal. The studio then worked with 2K to develop the

comic-book franchise video game sequel, The Darkness II, which met

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with positive reviews. Digital Extremes developed the PlayStation 3

version of BioShock, as well as developed the multiplayer component of

the sequel, BioShock 2.

2.2.3. ELECTRONICS ARTS

Redwood City, California

Figure. 12 Electronics Arts

Headquartered in Redwood City, California, Electronic Arts Inc. is

an American video game company which is the second-largest gaming

company in the America and Europe by revenue and market

capitalization after the company of Activision Blizzard and ahead of

Take-Two Interactive and Ubisoft as of March 2018 record.

Electronic Arts was founded and incorporated on May 27, 1982, by

an Apple employee named Trip Hawkins, the company was a pioneer of

the early home computer games industry and was notable for promoting

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the designers and programmers responsible for its game. EA release

Skate or Die! on 1987 due to the experimented on techniques to internally

develop games. The studio also published numerous games and

productivity software for personal computers.

Currently, EA develops and publishes games including EA Sports

titles FIFA, Madden NFL, NHL, NBA Live, and UFC. Other EA

established franchises includes Battlefield, Need for Speed, The Sims,

Medal of Honor, Command & Conquer, as well as newer franchises such

as Dead Space, Mass Effect, Dragon Age, Army of Two, Titanfall, and

Star Wars: The Old Republic.

2.2.4. GAMELOFT

Paris, France

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Figure. 13 Gameloft

Gameloft was founded by Michel Guillemot in December 14,

1999, a French video game publisher based in Paris. The studio shipped

over 200 million copies of their games by February 2009 and also 2

million daily downloads of their games via the App Store for iOS.

According to Alexandre de Rochefort, Gameloft’s chief financial officer

the company’s game generated about 400 times more revenue on iOS

than they do on Android, partially due to Google did not develop their

Google Play storefront, as a result of which Gameloft cut their

investments in Android games development in November 2009, instead

attempted to sell Adroid games directly through their website.

2.2.5 LIONHEAD STUDIOS LIMITED

Guildford, United Kingdom

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Figure. 14 Lionhead Studios Limited

Founded by Peter Molyneus, Mark Webly, Time Rance, and Steve

Jackson in July 1997, Lionhead Studios Limited was headquartered in

United Kingdom. Lionhead started as a breakaway from developer

Bullfrog Productions, which was also founded by Molyneux. Black &

White is a god game strategy games was published by Electronic Arts

and the first game of Lionhead released in 2001.

A follow up expansion pack was released after Black & White

which is the Black & White: Creature Isle. Lionhead also released Fable,

from satellite developer Big Blue Fox. In 2005, the studio released The

Movies and Black & White 2. Lionhead was acquired by Microsoft

Studios in April 2006 due to encountering financial difficulties. Around

this time, co-founder Jackson and other Lionhead developer left and

found Media Molecule. Molyneux left Lionhead in early 2012 to found

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22Cans, him wanted to be more creative. After Molyneux’s departure,

Microsoft had Lionhead switch to developing games as a service games.

2.2.6. NINTENDO

Kyoto, Kyoto Prefecture, Japan

Figure. 15 Nintendo

Nintendo is one of the world’s largest video game companies by

market capitalization, creating some of the best-known and top-selling

video game franchises of all-time, such as Mario, The Legend of Zelda,

and Pokemon.

Nintendo was founded on September 23, 1889 by Fusajiro

Yamauchi, it originally produced handmade hanafuda playing cards. The

company then tried to have several small businesses like love hotels and

cab services by 1963. In 1960s Nintendo abandon previous businesses

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and focuses more in selling toys and by 1970s Nintendo developed into a

video game company. Supplemented since the 1980s by its major

divisions Nintendo of Europe, it ultimately became one of the most

influential in the industry and one of Japan’s most-valuable companies

with a market value of over $37 billion in 2018.

2.2.7. POPCAP GAMES

Seattle, Washington, United States

Figure. 16 PopCap Games

PopCap Games was founded by John Vechey, Brian Fiete, and

Jason Kapalka in 2000. The company originally incorporated as “Sexy

Action Cool”, a phrase taken from a poster of Desperado. Foxy Poker

was the company’s first title which was a strip poker game and supposed

to serve as a revenue stream.

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A gem-swapping game called Bejeweled was the first game of

PopCap, and was awarded by Computer Gaming World Hall of Fame in

2002. With the acquisition of Sprout Games, which is also a Seattle-

based game developer, PopCap Games expanded their company in 2005.

The Sprout team helped PopCap to make a sequel to the game, Feeding

Frenzy 2: Shipwreck Showdown, with the Director of Business

Development at PopCap. Early 2006, PopCap International was opened,

working more on product localization mobile games development,

marketing, sales and business development, which is based in Dublin,

Ireland.

2.2.8. ROVIO ENTERTAINMENT

Espoo, Finland

Figure. 17 Rovio Entertainment

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By participating in a mobile game development competition which

is sponsored by Nokia and Hwelett-Packard, the three students from

Helsinki University of Technology who were Niklas Hed, Jarno

Vakevainen and Kim Dikert founded Rovio Entertainment in 2003. The

trio set their own company, Relude, due to the victory of a multiplayer

game called King of the Cabbage World. In January 2005, the company

changed its name from Relude to Rovio Mobile as it received its first

round of investment from a business angel.

In 2009, Mikael Hed became the CEO and also the company

released a puzzle game where birds flung at pigs using a slingshot, Angry

Bird, Rovio’s 52nd game. In March 2011, Rovio raised $42 million in

venture capital funding from Accel Partners, Atomico and Felicis

Ventures. In July 2011, the company hired David Maisel to lead their

Angry Birds movie production. By October 2011, Rovio purchased

Kombo, a Helsinki-based animation company, was acquired to produce a

series of short video to be released in 2012. In March 2012, Rovio

acquired Futuremarrk Game Studios, the game development division of

benchmarking company Futuremark, for an undisclosed sum.

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2.2.9. SEGA GAMES CO., LTD.

Shinagawa, Tokyo

Figure. 18 SEGA

Sega is a Japanese multinational video game developer and

publisher headquartered in Tokyo. Headquartered in Irvine, California

and London are the international branches of Sega, respectively, Sega of

America and Sega Europe.

On June 3, 1960, Martin Bromley and Richard Stewart founded

Sega as Nihon Goraku Bussan. After acquiring an importer of coin-

operated games, Rosen Enterprises, the company then became known as

Sega Enterprises, Ltd. Following a downturn in the arcade business in the

early 1980s, Sega began to develop video game consoles, starting with

SG-1000 and Master System, but struggled against competitors such as

the Nintendo Entertainment System. In 1984, David Rosen and Hayao

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Nakayama, Sega executives, led a management buyout of the company

with backing from CSK Corporation.

In 1988, Sega released its next console, the Sega Genesis. After the

release of Sonic the Hedgehog, the Genesis found a major success in

1991 and briefly outsold its main competitor, the Super Nintendo

Entertainment System, in the U.S. Sega stopped manufacturing console in

the year of 2001 to become a third-party developer and publisher, and

was acquired by Sammy Corporation in 2004.

2.2.10. SONY INTERACTIVE ENTERTAINMENT

Tokyo, Japan

Figure. 19 Sony Interactive Entertainment

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Sony Interactive Entertainment is a wholly owned subsidiary of

Japanese conglomerate Sony Corporation, which is a multinational video

game and digital entertainment company, managed by Sony’s American

hub. Founded on November 16, 1993, in Tokyo, to handle Sony’s venture

into video game development for the PlayStation system.

The company has been then developing the PlayStation lineup of

home video game console and accessories, after the successful launch in

1994 of the original PlayStation console. SIE become the Sony’s main

resource for research and development in video games and interactive

entertainment after expanding into North America and other countries. In

April 2016, SCE and Sony Network Entertainment International was

restricted and reorganized in Sony Interactive Entertainment, carrying

over the operations and primary objectives from both companies. SIE

moved its headquarters from Tokyo to San Mateo, California in that same

year.

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2.2.11. XBOX GAME STUDIOS

Redmond, Washington, United States

Figure. 20 Xbox Game Studios

Xbox Game Studios, previously known as Microsoft Studios,

Microsoft Game Studios, and Microsoft Games, is a division of Microsoft

based in Redmond, Washington. March 2000 was the establishment of

the studio that spun out from an internal Games Group, for the

development and publishing of video games for Microsoft Windows.

Xbox platforms, Windows Mobile and other mobile platforms, and web-

based portals. Xbox Game Studio grew and has acquired and relinquished

ownership of several other studios, and is the parent organization of

fifteen other studios.

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2.2.12 UBISOFT

Montreuil, France

Figure. 21 Ubisoft

Headquartered in Montreuil and with several development studios

in other country, Ubisoft Entertainment SA is a French video game

company. The company publishes games for several video game

franchises, including Assassin’s Creed, Far Cry, Just Dance, Prince of

Persia, Rayman, Raving Rabbids, and Tom Clancy’s. After Activision

Blizzard, Electronic Arts, and Take-Two Interactive, place as fourth,

Ubisoft is the largest publicly traded game company in the Americas and

Europe in terms of revenue and market capitalization as of March 2018.

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2.3 LOCAL LITERATURE (ANIMATION STUDIOS)

2.3.1 TOON CITY

Manila

Figure. 22 Toon City

Toon City is an animation studio located in Manila.

Produces animated TV series and direct-to-video films of their

primary contractor, The Walt Disney Company and its

DisneyToon Studios division. They have also done a few

commercials and several direct-to-video work for Nickelodeon,

Universal, Warner Bros. HBO and Cinegroupe.

41
Colin Baker founded Toon City in 1933 with roughly ten

animators. Bonkers was their first series and since then the studio

gained employees and worked on every recent animated Disney

TV series, including Kim Possible and Brandy & Mr. Whiskers.

Recently completed part of the French feature Titeuf, the new

Looney Tunes show and a 2D/CG action show, Voltron Force.

The studio can accommodate over one thousand artist producing

the animation in traditional 2D, Flash, CGI and paperless

Harmony.

Toon City Animation began as a traditional animation

studio rendered services for Walt Disney Television Animation,

since then grown into becoming the preferred subcontracting

animation facility in Asia. Walt Disney Television Animation,

Universal Animation Studios, Warner Bros. Animation, and

MoonScoop Productions are the four major clients the studio

gives services of animation production for. Currently, Toon City

has been recognized with the Emmy award of Outstanding

Animated Children’s Program in 2010, for “Curios George.”

42
2.3.2 ASI STUDIOS

1103, Timog Ave, Diliman, Quezon City, Metro Manila

Figure. 23 ASI Studios

ASI Studios is a full service animation based in Manila.

The studio was born of collaboration between the Manila based

Synergy88 group and Singapore’s August Media Holdings. Based

in Quezon City of the Metro Manila region, the studio boasts 130

highly trained artists and technicians who come with wealth of

experience in 2D Traditional, Digital Cut Out and Paperless

animation.

43
The ASI Studio team of highly skilled designers come with

vast experience of delivering all the elements that lead to a

highly quality animated show. With a variety of services,

including character designs, layout design, color, background

design, coupled with their animation team to help offer complete

end to end animation services. ASI Studios uses the standard

Storyboard Pro Tool, to help them create boards that feed

seamlessly into any animation pipeline. The team can deliver

pre-production material for a wide variety of styles that includes

anime, cut out or paperless style.

ASI Studios offers a full range of animation production

services for clients and originals shows alike. The team use

Harmony as well as Flash to deliver high quality animation. They

leverage the large 2D animation talent pool in the Philippines

enabling us to high quality shows at competitive rates, their

specialty remains the comedy with visual humor and pre-school

genres. Their range of animation service extend from layouts, key

frames, in-betweens drawings up to color composited rushes.

44
2.3.3. SNIPPLE ANIMATION STUDIOS

37 Stella Maris St, Kapitolyo, Pasig City, 1603 Metro Manila

Figure. 24 Snipple Animation Studios

Snipple Animation Studios is a company based in UK with

its 3D and 2D studio in the Philippines. They created 3D and 2D

animation for feature films, TV series and ads. They specialize in

2D pipeline which is based on Toon Boom Harmony – traditional,

paperless & tra-digital, and Adobe Flash and 3D pipeline which is

built around Autodesk Maya.

45
Snipple keeps up with the demands by utilizing the latest

animation production software tested well ahead of any client’s

needs, for any medium required. Trainings and refresher sessions

are constantly scheduled for all incoming artists in order to

acclimatize everyone working on any specific software. The

flexibility of their base pipelines assure that all potential

chokepoints are addressed before actual production commences.

2.3.4 TOP PEG ANIMATION AND CREATIVE STUDIO INC.

Las Piñas, Metro Manila

Figure. 25 Top Peg Animation and Creative Studio Inc.

Top Peg Animation & Creative Studio, Inc. was established

in November 1996 and considered as one of the most stable studios

in the Philippines. The studio is one of the key player and pioneer

of the Animation Council of the Philippines, which is an

46
organization backed by the Philippine government. Top Peg, being

part of many projects and continues to play a major role in the

production of quality animation, really proves them to be a

successful leader.

Top Peg provides animation services from storyboarding,

character & props design, layout, animation, clean up, in-between,

digital ink & paint and pencil testing. The company also train

potential artists from in and out of the company in order to

discover and develop hidden talents, and aims to expand the field

of art, and producing competent artists.

Top Peg being an independent studio, they do some

numerous shows for client, local and even international. The

company has been given sub-contractual works with several large

studios that are known in the Philippines. Their past works

include “Happily Ever After”, “Bob & Margaret”, “Kampung

Boy”, “Mumble Bumble”, “Baskervilles”, “Magic Pudding”,

“Sissy Duckling”, “101 Dalmatians”, “Mouseworks”, “Hercules,

the TV series” and “Anthony Ant”.

47
2.4 LOCAL LITERATURE (GAME DEVELOPMENT STUDIOS)

2.4.1. ANINO GAMES

Eurovilla 4,853 A. Arnaiz Avenue, Makati, Metro Manila

1229

Figure. 26 Anino Games

Founded by Neil Nagondon who is often acknowledge as

the pioneer of the gaming industry in the Philippines, Anino

Games is a Philippine third-party game developer for different

platforms. It composed of two sister companies, Anino

Entertainment and Anino Mobile, which the former focuses on

48
PC, console, and virtual reality games, while the latter develops

mobile games.

The Anino company receives some awards through their

award-winning original IPs which are Anito: Defend a Land

Enraged in IGF 2004, Anima Wars in IMGA 2006, Anito:

Tersiago’s Wrath for Nokia Series60 challenge in Singapore

2003, Deep Interactive Pursuit for Best Casual Game nominee in

IMGA 2007, and Word Archery in Indie Game Showcase 2007.

In which Anino is credited, often, as to be the first game

development company in the Philippines.

2.4.2 KEYWORDS STUDIO

5/F Ortigas Technopoint Two Julia Vargas Ave. corner

Meralco Ave. Ortigas, Pasig City 1604

49
Figure. 27 Keywords Studios

The Keywords Studios uses their passion for games,

technology and media in order for them to create a global

services platform for video games and they aim to be the “go to”

provider of technical services. Working as their external

development partner, they enable to lead content creators and

publishers to leverage in their expertise and their capacity across

the lifecycle of interactive content.

The studio trust and rely upon by many of the world’s

leading video game companies to work alongside them during

concept, development and live operations by leveraging the

breadth and depth of their industry leading service lines. They

continue to build a world leading capabilities in services that

video game and similar interactive content creators need.

2.4.3. RANIDA GAMES

San Pedro Laguna, Philippines

50
Fig. 28 Ranida Games

Ranida Games is an indie game development company

based in San Pedro Laguna, Philippines, a division of Ranida

Studios Inc. Founded by Ben Banta the CEO/Head of Games and

Walter Manalo the Head of Business Development in 2015. The

company is composed of industry experts who have been

working in the Philippine game industry for more than half a

decade, and their CEO Ben has been in the game industry since

2008 and produced massive hits and popular online flash game

franchises like Sniper Assassin, Potty Racers and Dragon Slayer.

In Ranida Games, the teams were formerly an employee of

Gonzo Games in which were also responsible for the design and

development of Q*Bert: Rebooted for the PC and PlayStation

and Sniper Assassin for mobile. The company also develops

51
advergames for branding & product marketing as well as

“gamification” of tools that target companies for employee

training, productivity, engagement, and retention.

2.4.4 ZEENOH

Manila, Philippines

Based in Manila, Philippines, Zeenoh is a distinguish

Creative Technology company. The company was founded in

2008 and incorporated in 2014 with specialization on software

engineering, web & mobile application development, digital

media/digital arts and animation. Won the best innovative SME

of 2016 in ASEAN Business Awards.

Among the leading companies in the Philippines, Zeenoh is

one of the leading figure in game development. Zeenoh began

producing original IP content on developing mobile application

gaming content in 2010 from being a third-party provider

52
working on licensed games. The company then partnered with

Sony Interactive Entertainment as a developer in 2016, for its

PlayStation network and launched Nightfall Series on Steam and

Oculus.

CHAPTER 3

METHODOLOGY

This study deals with the issues encountered by Filipino artists in widening their

knowledge and showcasing their talents in our country. Through the information, data

and ideas that will be gathered in a form of descriptive research, this, then, will be used to

formulate conclusions and recommendations.

With the method stated, survey/questionnaire will be conducted to random

Filipino artists in Cagayan de Oro City. This will tell the insights of the Filipino artists in

the problems they go through producing their work and the idea of having an institution

that caters a new teaching ground in the field of Game Development and Animation. All

53
the data gathered will be thoroughly tabulated and analyzed. Moreover, the proponent

used related literature that supply information that comes from different sources like

websites, books, online documents and articles, and research papers. The researcher also

goes to government offices to gather additional data that are essential in doing the design

solution for the project.

54
3.1 SITE SELECTION

The proposed Institute of Multimedia for Game Development and

Animation, having a complex plan, the researcher then considers three (3) criteria

to follow in order to choose from two possible site which are from Upper Carmen

and Barangay Gusa. The five criteria that would be the bases for the site selecting

would be; Location, Site/Land, and Accessibility.

3.1.1 Location

In choosing for a location, questions where to be listed by

the researcher; Is the site accessible to the target demographics? Are

the traffic levels acceptable? Is it visible to passersby on foot or in

vehicles? And is it adjacent to some business establishment that

may have a possible connection in the future? Then the researcher

will compare the chosen sites in which of the two does the

questions listed will be applicable.

3.1.2 Site/Land

Another criteria that needs to consider is the site itself

because it has a lot to look for. The site should have access to

utilities like electricity, sewer, gas and even water. The site

topography needs also to look at if it will require heavy

maintenance. Soil condition of the site needs also to be consider,

55
whether is it prone to some landslide, flashflood or even

earthquake. And another thing that needs to consider for the site is

its zoning, does it fall to an appropriate land zoning or not. Last

thing that need to consider is that if the site is big enough for future

expansion in the area.

3.1.3 Accessibility

The accessibility of the site also needs to consider. The

place should be near a major road and is accessible by public

transportation and also for the passersby on foot. Also for the site

that is a walking distance to any storefront or any apartments in the

neighborhood.

56
3.2 SPECIFIC SITE CONSIDERATIONS

After the initial site selection process, a goal was set in order to

solve man-made problems, such like helping combat pollution. Thus,

certain considerations need to be consider and a basis for effective

selecting of site proposal. The design of the proposed Institute in

Multimedia in Game Development and Animation follow these

considerations:

 Access

 Environment

 Land-use

 Water

 Security

 Electrical Power

 Waste Disposal

In selecting the site for an Institute of Multimedia in Game

Development and Animation, specific factors need to consider. As the

location, condition, and dimension of the site, contributes and influences

the marketing and opportunities of Filipino artists.

57
3.3 ARCHITECTURAL PLANNING AND DESIGN

In order to attain the desired design, the researcher had undergone

different stages and processes involving architectural ways and means. In the

preliminary design, two stages are being conducted on the site by the researcher:

(1) Macro-site analysis and (2) Micro-site analysis. In such, Macro-site analysis,

studies the area to which the project is to be sited, may cause positive and

negative impact to it, considering the background of the located site, geohazard,

classification of the site, topography, climate, soil type, and urban land-use. For

micro-site analysis, this considers the circulation, sun and wind path, vegetation,

noise, and site visitation for further analysis in the chosen location.

After conducting a thorough study in the site selected, the researcher will

then proceed to space analysis, which included the space requirements and space

programming. The space requirements were gathered by the researcher through

online and libraries conducted. After the gathering of spaces requirements needed,

the researcher then compute the required areas of spaces through the use of space

programming method.

Design analysis and formulation of design solution will be the last phase

to be conducted by the proponent. Design analysis includes, design concept,

58
design objectives, and design considerations in which the researcher choose to

apply the criteria of a Sustainable Architecture. Having a well ventilated building

in which buildings have high ceilings, the usage of awning windows and also

some latice in order to have an air flow inside the building. Another is having a

proper placement of the building in the site; buildings are placed adjacent to each

other in order to have a minimal energy consumption for transportation and also

to have a proper wind flow in the site. After regulating the design analysis, the

researcher will then proceed to formulating design solution, includes bubble

diagrams, schematic diagrams, program matrix, building design evolution, floor

plans, sections, elevations and perspective of every building.

59
CHAPTER 4

RESULTS AND DISCUSSION

4.1 STUDY LOCALE

The proposed Institute of Multimedia for Game Development and

Animation is to be situated in Barangay Gusa, after a thorough process of site

selection, with the consultation from the City Planning and Development Office

of Cagayan de Oro City. Due to the continuing progress of the city, the proposed

project will positively contribute further especially in the economy of the city.

The site selection process is a significant stage in achieving the maximum

capability of the project in the design process.

The proponent first considered the site located in Upper Carmen, stated in

the Geohazard Map of Cagayan de Oro City, the site is prone to high landslide

susceptibility. The size of the land is not adequate to accommodate future growth.

Also the location of the site is hardly accessible. Finally, the second location that

the researcher chooses, which the Barangay Gusa, was considered.

60
With the data gathered in the City Planning and Development Office of Cagayan

de Oro City, the site has the possibility to be a buildable area. As the site located

at Barangay Gusa, bordered by Barangay on the west, Barangay Indahag on

south, Barangay Cugman on the east, and Macajalar Bay on the north. The site

being in the zone from moderate to no apparent erosion, low landslide and low

flood susceptibility, giving the site the possible location to build the institution. It

is situated beside the J.R. Borja Extension Road and approximately 2.2 kilometers

from Cogon Market.

4.1.1 Demographic Profile of the City

Cagayan de Oro City is a first-class highly urbanized in

Northern Mindanao and the capital of the province Misamis

Oriental, which is subdivided in to 80 barangays. These are

grouped into two districts, the first district consists of 24 barangays

on the west side if the city and the second district consist of 56

barangays on the east side of the city.

Barangay Gusa is located in the city of Cagayan de Oro

under the second district. Having a population of 26, 815, which is

determined by the 2015 Census, this represented 3, 97% of the

total population of Cagayan de Oro.

61
The population of Gusa grew from 14, 848 in 1990 to 26,

815 in 2015, an increase of a total 11, 967 people. The latest

census figures in 2015 denote a positive growth rate of 0.50% or

an increase of 698 people from the previous population of 26, 117

in 2010.

Table 1: Population growth rate from 1990 to 2015

Census date Population Growth rate

1990 May 1 14,848 –

1995 Sep 1 18,446 4.15%

2000 May 1 18,500 0.06%

2007 Aug 1 24,763 4.10%

2010 May 1 26,117 1.96%

2015 Aug 1 26,815 0.50%


Source: National Statistics Office

62
4.1.2 Physical Attributes

4.1.2.1 Land Area

Cagayan de Oro City is composed of 80 barangays

and has a total land area of 488.86 km2 representing

13.9% of the entire Misamis Oriental province.

As one of the 80 barangays of Cagayan de Oro City

and under the second district, Barangay Gusa is situated

approximately 8.4674, 124.6816, in the island of

Mindanao, in the province of Misamis Oriental and having

a land area of 4.56 km2. At these coordinates of Barangay

Gusa its estimated elevation is at 73.9 meters or 242.5 feet

above sea level.

4.1.2.2 Topographic Conditions

Barangay Gusa is located near the elevated part of

the southern side of Cagayan de Oro. The landforms are

63
characterized as gently sloping and rolling terrain in the

southern part. Along the northern side of Barangay Gusa

situated the coastal area with a strip of level land.

4.1.2.3 Physiography

Cagayan de Oro is located in the northern central

coast of Mindanao. Bordered in the southern part of the

city are the provinces of Bukidnon and Lanao del Norte.

As for the western part of the city borders the municipality

of Opol, and in the eastern part borders Tagoloan; northern

part of the city lies Macajalar Bay facing the Bohol Sea.

With the total land area of 488.86 km2 having

13.9% of the entire Misamis Oriental province. This

includes 25 kilometers of coastline and a harbor,

Macajalar Bay. Agricultural land of Cagayan de Oro

covers 44.7%, while 38.4% is classified as open spaces.

The most dominant type of soil in Cagayan de Oro

is the Jasaan Clay Loam which is found mostly in the

upper area or the uptown area of Cagayan de Oro. This

64
type of soil is found in Barangay Canitoan, Barangay

Pagatpat, Barangay Pagalungan, Barangay Taglimao,

Barangay Tuburan, Barangay Pigsag-an, Baranagay

Tumpagon, Barangay Dansolihon, Barangay Tignapoloan,

and Barangay Besigan. As for the downtown area of

Cagayan de Oro, the type of soil mostly found are Bantog

Clay, Bolinao Clay, Jasaan Clay, Matina Clay and

Umingan Clay Loam.

Figure 29: Topographic Map of Cagayam de Oro Data Source: CPDO

65
Figure 30: Soil Map of Cagayan de Oro. Data Source: CPDO

4.1.2.4 Meteorology

According to the Modified Corona Classification

of Climate system, Misamis Oriental falls under Type III,

which means that the seasons are not very pronounced.

Dry season will last only from one to three months, either

during the period of December to February of March to

May and wet for the rest of the year.

66
Figure 31.Philippines Corona Climate Classification System. Data Source:

www.bagong.pagasa.dost.goc.ph

67
4.1.2.5 Hazard Maps

Figure 32. Erosion Map of Cagayan de Oro. Data Source: CPDO

Fig

re 33. Geohazard Map of Cagayan de Oro. Data Source: CPDO

68
According to the figures above it shows different

types of Hazard Maps of Cagayan de Oro. Barangay Gusa

has an over-all low flood susceptibility, but has a moderate

to high landslide. As for soil erosion, Barangay Gusa

needs strict monitoring of soil erosion due to an abrupt site

slopes.

4.1.2.6 Seismicity

In the past record, Mindanao in general have a fair

share of number of major seismic activities. There are four

active trenches that navigates the large area of Mindanao,

two main faults and hundreds of sub faults that criss-

crosses along its subsurface. The most active trenches are

found outside Mindanao and account to 65 percent of the

major occurrences of the entire islands.

There have been no records of major earthquake

occurred that took place in Cagayan de Oro City based on

the maps shown below.

69
Figure 34. Seismic Map of Region 10. Data Source: DOST-PHIVOLCS

70
Figure 35. Distribution of Active Faults in Region 10. Data Source: DOST-

PHIVOLCS

71
4.1.3 The Site

4.1.3.1 Site Location

The site is located in Barangay Gusa and is 2.2 kilometers

from Cogon Market. Adjacent to J.R Borja Extension the site has

a total area of 7,920,170 sq. m and is surrounded by commercial

and residential buildings and located to its North-East side is the

Capitol University Medical Center and the Southern part of the

site is a private lot. Its zoning falls under the medium density

residential zone based on the data shown below.

Figure 36. Zoning Map of the site selected. Data Source: CPDO

72
Figure 37. Vicinity Map of the Site

4.1.3.2 Existing Conditions of Proposed Site

The site is within the Barangay Gusa wherein it is 2.2

kilometers away from Cogon Market, along the J.R Borja

Extension road. The site has an over-all low susceptibility

landslides and flood. Though having an over-all susceptibility to

landslides and flood, the site has a sloping area of 3-8 percent, and

because of this it needs monitoring for having a moderate erosion

in the area. The soil composition of the site is composing of

Bantog Clay and Jasaan Silt Loam.

73
Aside from it is 2.2 kilometers away from Cogon Market,

the site is also near food establishments from Barangay

Camaman-an and also near the area of the site. Other than that,

the site is also accessible to private and public vehicles and is 1.8

kilometers away from Maria Reyna Hospital. Residential houses,

Elementary and Secondary schools are within a 2-kilometer radius

from the site.

74
Figure 38. J.R Borja Extension road accessible to the site.

Figure 39. The South-West part of the site.

75
Figure 40. Southern part of the site.

4.2 PROPOSED INSTITUTION FOR MULTIMEDIA IN GAME

DEVELOPMENT AND ANIMATION

4.2.1 Site Development Plan

The site development plan is designed with that the

buildings are arranged in a way that the whole complex is walkable

and having an easy accessibility to the users. The buildings are

oriented to utilize the natural lighting and ventilation through the

building, and giving also users comfort and ease in navigating the

area. User experiences are also incorporated into the design of

Institution for Multimedia in Game Development and Animation that

will help the building users especially working under the game

development and animation industry a motivation and inspiration, and

also minimizing the effect to its surrounding ecosystem.

The facilities in the site are designed to accommodate the

services of the Institution for Multimedia in Game Development and

Animation in a sustainable and efficient manner and the buildings are:

The Gallery for Game Development and Animation which showcase

the history, process, and sample works of game development and

animation industry, the Game Development Building, the Animation

76
Building, the Dormitory, and a Recreational Park located beside the

Gallery for Game Development and Animation. Provided also in the

site are parking spaces for the employees and employees and a

terminal for public utility vehicles.

77
Figure 41. Site Development Plan of Institution for Multimedia of Game Development and Animation

78
Figure 42. Aerial Perspective of the Institution for Multimedia in Game Development and Animation

Figure 43. Aerial Perspective of the Institution for Multimedia in Game Development and

Animation.

4.2.2. Gallery for Game Development and Animation

79
Figure 44. Gallery for Game Development and Animation Building Exterior Perspective

The Gallery for Game Development and Animation

Building houses both Administrative Offices and work exhibits in

game development and animation industry. It is where major

transactions with the public take place.

The structure is composed of gallery exhibits that showcase

the history, the process, and the product of game development and

animation industry. Offices from Exhibit People to Curator’s Office

that handles the work in the exhibit area like researching and

conserving the display. The exhibit consists of 4 parts which are: the

history of game development and animation in the Philippines, the

production environment of game development and animation, video

and interactive exhibit room, and a workshop area.

Aside from the gallery exhibits, it also has some

administrative offices from general manager, human resources, to

finance manager. Thus the arrangement of the offices follows a single

line order in order to have a more convenient communication and

work trail for the employees. The gallery building also has a shop for

80
souvenirs, a café, and also a parking area for buses and private

vehicles.

4.2.3 Game Development Building

Figure 45. Game Development Building Exterior Perspective

81
The Game Development Building is where video games created and

tested before it will release to the market. The building houses the

main backbone of making a video game and these are: Game Design

Department, Artist & Animators Department, Game & Technical

Design Department, Level Editing Department, and Artificial

Intelligence Programming Department. It also has the User Interface

Programming Department, 3D Engine Development Department,

Physics Programming Department, Control System Programming,

Green Screen, Motion Caption, Miniature Room, Sound Mixing

Room, and Recording Studio.

Aside from those departments the Game Development

Building also consist of Storyboard Office, Script Writer Office,

Product Manager Office, Producers Office, Creative Directors Office,

Training Room, and Observation & Playroom to test the quality of the

game produced. Food Hall and pantries are also available in the Game

Development Building for the employees.

4.2.4 Animation Building

82
Figure 46. Animation Building Exterior Perspective

The Animation Building caters the production of animated

film and even educational slides. The building consists of two

departments which are the management department and the processing

department. For the processing department it has the Script Writing,

Storyboard Room, Animation Designers, In-Between Animation,

Finishing Department, Editing & Visual Effects Department, Motion

Caption, Skinning Room, Rigging Room, Screen Setup, Green Screen,

Stop Motion, Sound Mixing Room, Foley, and Recording Studio.

The management department consist of Directors, Assistant

Directors, Training Room, Animation Supervisor’s, Filing Room,

Producers, Director of Photography, and Audio Directors. A clinic,

Food Hall, and a Theater & Screening Room are also in the building

for the employees and testing the quality of the produced film.

83
4.2.5 Dormitory

Figure 47. Dormitory Exterior Perspective

The Dormitory is a place for the employees that live far

away from the city. The dormitory is divided into two groups which

are the male quarter and the female quarter with each having a toilet

and bath. It also has dining area, a kitchen and laundry area.

84
4.2.6 Recreational Park

Figure 48. Recreational Park Perspective

The Recreational Park is designed for outdoor public

gathering. The design is inspired by some of a well-known icon in the

gaming industry like the control of the console, tetris block, and

85
pacman. It is located around the Gallery for Game Development and

Animation, it is a perfect venue for meet ups and also resting place

after having a tour inside the gallery.

4.3 Financial Feasibility Study

The sole reason of this proposal is to showcase the artistic and

creative talents of Kagay-anons. This proposal will also serve as the biggest

game development and animation studio to have here in Cagayan de Oro City

that can serve small to medium projects. The construction of this project will

cause millions of investments which took a long time to recover. The benefit

of making of this infrastructure are to boost the economic status of the

community and to broaden the market of game developing and animation. As

for the funding it will be under a Private Partnership.

86
Table 2. Summary of Project Cost Estimate

Project: Institution for Multimedia in Game Development and Animation


Location: Gusa, Cagayan de Oro City, Misamis Oriental
Subject: Project Cost

Item/Description Quality Unit Unit Cost Amount


(Php)
Gallery for Game Development 2, 832 Sq. m 20,000 Php 56, 640, 000
and Animation Building
Game Development Building 5, 376 Sq. m 20,000 Php107, 520, 000
Animation Building 5, 862 Sq. m 20,000 Php 117, 240,
000
Dormitory 595 Sq. m 15,000 Php 8, 925, 000
Female Quarters 147 Sq. m
Male Quarters 144 Sq. m
Main building 304 Sq. m
Material Recovery Facility 224 Sq. m 10,000 Php 2, 240, 000
BUILDING COST Php 292, 565,
000
Land Acquisition 78, 558 Sq. m 1, 000 Php 78, 558, 000
Land Development Cost 18, 000 Sq. m 2, 000 Php 36, 000, 000
Furnishings (3% of Building Cost) Php 8, 776, 950
PROJECT COST Php 370, 564,
500
Plumbing and Mechanical Accessories Cost (1/3 of Project Cost) Php 123, 336,
500

87
GRAND TOTAL COST Php 786, 466 000

4.3.1 INSTITUTION FOR MULTIMEDIA IN GAME

DEVELOPMENT AND ANIMATION REVENUES AND

EXPENSES

The revenues for the proposed Institution for Multimedia in

Game Development and Animation are generated from six facilities

provided.

Table 3. Summary of Annual Revenue Estimate

(See Appendix E for breakdown)

PARTICULARS MONTHLY REVENUE YEARLY REVENUE


PARKING PHP 15, 000.00 PHP 180, 000.00
GALLERY BUILDING PHP 479, 764.00 PHP 5, 757, 168.00
GAME DEVELOPMENT PHP 11, 920, 710.00 PHP 153, 848, 523.00
BUILDING
ANIMATION BUILDING PHP13, 435, 750.00 PHP 167, 469, 000.00

88
DORMITORY BUILDING PHP50, 000.00 PHP 600, 000.00
TOTAL PHP 327, 854, 691.00

Table 4. Summary of Annual Expenses Estimate

(See Appendix F for breakdown)

PARTICULARS MONTHLY EXPENSES YEARLY EXPENSES


GALLERY BUILDING PHP 1, 828,800.00 PHP 21, 945, 600.00
GAME DEVELOPMENT PHP 10, 240, 080.00 PHP 122, 888, 160.00
BUILDING
ANIMATION BUILDING PHP 12, 283, 680.00 PHP 147, 404, 160.00
DORMITORY BUILDING PHP 127, 650.00 PHP 1, 531, 800.00
TOTAL PHP 293, 769, 720.00

ESTIMATED ANNUAL REVENUE: PHP 327, 854, 691.00

ESTIMATED ANNUAL EXPENSES: PHP 293, 769, 720.00

ESTIMATED ANNUAL NET INCOME: PHP 34, 084, 971.00

RO1= (Net Income / Total Investment) * 100%

89
ROI= (34, 084, 971 / 786,466,000) * 100%

ROI= 4.33%

ROI= 25 years to achieve 100%

CHAPTER 5

CONCLUSIONS AND RECOMMENDATIONS

5.1 CONCLUSION

With the bases from the collected and interpreted data, the researcher

concluded that the Institution for Multimedia in Game Development and

Animation is a feasible project, which is located in Barangay Gusa. This proposal

may help in showcasing the artistic talent of Kagay-anons here in Cagayan de

Oro. Another goal for this proposal is to spread awareness to the people that arts

is also a profession that pays off big time.

90
The proposed complex is equipped with efficient and more adequate

facilities that will help improve the work productivity of its employees. It is also

flexible for future growth and expansion, making its way through global

competitiveness and progress.

Also, through planning based on the principles of Sustainable Architecture

and a study about Experiential Interior Design, the development of the Institution

for Multimedia in Game Development and Animation will give employees

comfortable and motivational working spaces. It also gives natural ventilation

within the building. And as for the revenues and expenses of the study there may

be changes since there are lacking of data that is yet to be consider and studied,

and the payback period can be assumed to set earlier.

5.2 RECOMMENDATIONS

The researcher recommends that further study on the adverse effects of the

development to the project site to be conducted upon implementation to ease

further damages in other aspects not discussed in this book.

91
Further study into the environment and other working spaces under the

field of animation and game development in order to achieve the functionality and

unity of the said field.

Finally, an in-depth study into the financial feasibility to strengthen the

probability of realization of the project in the soonest time possible.

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94
APPENDIX A

CONCEPTUAL BOARD

95
APPENDIX B

INSTITUTION FOR MULTIMEDIA IN GAME DEVELOPMENT AND

ANIMATION FACILITIES FLOOR PLANS

A. GALLERY FOR GAME DEVELOPMENT AND ANIMATION

96
B. GAME DEVELOPMENT BUILDING

97
C. ANIMATION BUILDING

98
99
D. DORMITORY BUIDLING

100
APPENDIX C

ELEVATIONS AND SECTIONS

A. GALLERY BUILDING

101
102
103
B. GAME DEVELOPMENT BUILDING

104
105
C. ANIMATION BUILDING

106
107
108
109
110
D. DORMITORY BUILDING

111
APPENDIX D

AERIAL PERSPECTIVE

112
APPENDIX E

BREAKDOWN OF INCOME

I. PARKING SERVICES

PARKING SERVICES
PARTICULARS NO. NO. OF RATE MONTHLY ANNUAL
OF PASSENGER INCOME INCOME
UNITS S
PARKING FEE 15 10 15,000 180,000
PHP 50
TOTAL: 180,000

II. GALLERY BUILDING

RENTABLE SPACES

PARTICULARS NO. OF AREA/UNIT RENT/UNIT MONTHLY ANNUAL


UNITS INCOME INCOME
SPACE 2 20 sq. m PHP 650 26, 000 312, 000
SPACE 1 87 sq. m PHP 650 56, 264 675, 168
TOTAL: 987, 168
TICKETING SERVICES
PARTICULARS NO. OF RATE/ DAILY MONTHLY ANNUAL
CUSTOMERS CUSTOMER INCOME INCOME INCOME
STUDENT & 35 50 1, 750 52, 500 630, 000
SENIOR
CITIZENS
ADULTS 25 100 2, 500 75, 000 900, 000
TOTAL: 1, 530,000
CAFÉ (FOOD)
NO. OF AVERAGE DAILY MONTHLY YEARLY
CUSTOMERS SPENT INCOME INCOME INCOME
25 PHP 200 PHP 5, 000 PHP 120, 000 PHP 1, 440, 000
CAFÉ (BEVERAGES)
NO. OF AVERAGE DAILY MONTHLY YEARLY
CUSTOMERS SPENT INCOME INCOME INCOME
25 PHP 150 PHP 3, 750 PHP 90, 000 PHP 1, 080, 000
CAFÉ (SNACKS)

113
NO. OF AVERAGE DAILY MONTHLY YEARLY
CUSTOMERS SPENT INCOME INCOME INCOME
25 100 PHP 2, 500 PHP 60, 000 PHP 720, 000
TOTAL: PHP 2, 592, 000
TOTALANNUAL INCOME: PHP 5, 757, 168

III. GAME DEVELOPMENT BUILDING

GAME DEVELOPMENT SERVICES


PARTICULARS NO. OF AVERAGE MONTHLY ANNUAL INCOME
UNITS RATE/ INCOME
UNIT
DESIGN 5 750, 000 3, 750, 000 45, 000, 000
ART 5 700, 000 3, 500, 000 42, 000, 000
DEVELOPMENT 3 750, 000 2, 250, 000 27, 000, 000
MANAGEMENT 4 550, 000 2, 200, 000 26, 400, 000
MAINTENANCE 1 520, 000 520, 000 6, 240, 000
TOTAL: 146, 640, 000
RENTABLE SPACES
PARTICULARS NO. OF AREA/ RATE/ MONTHLY ANNUAL
UNITS UNIT UNIT INCOME INCOME
SPACE 1 149 sq. m PHP 650 96, 710 1, 160, 523
TOTAL: 1, 160, 523
FOOD HALL (FOOD)
NO. OF AVERAGE DAILY MONTHLY YEARLY
CUSTOMERS SPENT INCOME INCOME INCOME
60 PHP 150 PHP 9, 000 PHP 216, 000 PHP 2, 592, 000
FOOD HALL (BEVERAGES)
NO. OF AVERAGE DAILY MONTHLY YEARLY
CUSTOMERS SPENT INCOME INCOME INCOME
60 PHP 110 PHP 6, 600 PHP 158, 400 PHP 1, 900, 800
FOOD HALL (SNACKS)
NO. OF AVERAGE DAILY MONTHLY YEARLY
CUSTOMERS SPENT INCOME INCOME INCOME
60 PHP 90 PHP 5, 400 PHP129, 600 PHP 1, 555 200
TOTAL: PHP 6, 048,
000
TTOTAL ANNUAL INCOME: PHP 153, 848,

114
523

IV. ANIMATION BUILDING

FOOD HALL (FOOD)


NO. OF CUSTOMERS AVERAGE DAILY MONTHLY YEARLY
SPENT INCOME INCOME INCOME
60 PHP 150 PHP 9, 000 PHP 216, 000 PHP 2, 592, 000
FOOD HALL (BEVERAGES)
60 PHP 110 PHP 6, 600 PHP 158, 400 PHP 1, 900, 800
FOOD HALL (SNACK)
60 PHP 90 PHP 5, 400 PHP 129, 600 PHP 1, 555, 200
TOTAL: PHP 6, 048, 000

ANIMATION SERVICES
PARTICULARS NO. OF AVERAGE MONTHLY ANNUAL INCOME
UNITS RATE/ INCOME
UNIT
DESIGN 6 800, 000 4, 800, 000 57, 600, 000
ART 5 750, 000 3, 750, 000 45, 000, 000
DEVELOPMENT 4 650, 000 2, 600, 000 31, 200, 000
MANAGEMENT 3 530, 000 1, 590, 000 19, 080, 000
MAINTENANCE 1 520, 000 520, 000 6, 240, 000
TOTAL: PHP 159, 120, 000
RENTABLE SPACES
PARTICULARS NO. OF AREA/ RATE/ MONTHLY ANNUAL
UNITS UNIT UNIT INCOME INCOME
SPACE 1 295 sq. m 650 191, 750 2, 310, 000
TOTAL: PHP 2, 301, 000
TOTAL ANNUAL INCOME: PHP 167, 469,
000

115
V. DORMITORY BUILDING

DORMITORY SERVICES
PATICULARS NO. OF UNITS RATE/ UNIT MONTHLY ANNUAL INCOME
INCOME
FEMALE 5 5, 000 25, 000 300, 000
QUARTERS
MALE 5 5, 000 25, 000 300, 000
QUARTERS
TOTAL: 600, 000

SUMMARY OF ANNUAL INCOME


PARKING PHP 180, 000.00
GALLERY BUILDING PHP 5, 757, 168.00
GAME DEVELOPMENT BUILDING PHP 153, 848, 523.00
ANIMATION BUILDING PHP 167, 469, 000.00
DORMITORY BUILDING PHP 600, 000.00
TOTAL ANNUAL INCOME: PHP 327, 854, 691.00

116
APPENDIX F

BREAKDOWN OF EXPENSES

I. GALLERY BUILDING

EMPLOYEES NO. OF RATE/DAY MONTHLY ANNUAL


EMPLOYEES SALARY EXPENSES
MANAGER 6 1,333 239, 940 2, 879, 280
PR 2 833 49, 980 599, 760
COORDINATOR
HUMAN 2 600 36, 000 432, 000
RESOURCES
REGISTRAR 3 531 47, 790 573, 480
ACCOUNTANT 2 1, 333 79, 980 959, 760
AUDITOR 2 1, 342 80, 520 966, 240
ARCHIVE 4 623 74, 760 897, 120
PERSONNEL
IT 2 1, 506 90, 360 1, 084, 320
NURSE 1 1, 087 32, 610 391, 320
DOCTOR 1 1, 633 48, 990 587, 880
SECURITY 3 440 39, 600 475, 200
CASHIER 2 393 53, 580 642, 960
SHOP CLERK 4 333 39, 960 479, 520
ADMIN 8 843 202, 320 2, 427, 840
OFFICER
COOK 1 467 14, 010 168, 120
RESEARCHER 3 1, 189 107, 010 1, 284, 120
CURATOR 1 1, 759 52, 770 633, 240
EXHIBIT 4 600 72, 000 864, 000
ASSISTANT 1 466 13, 980 167, 760
CURATOR
ASSISTANT 2 466 27, 960 335, 520
MANAGER
EDUCATOR 8 744 178, 560 2, 142, 720
CONSERVATO 4 690 82, 800 993, 600
R
OPERATION & 4 980 117, 600 1, 411, 200
MAINTENANCE
PERSONNEL
JANITOR 4 381 45, 720 548, 640
TOTAL ANNUAL EXPENSES: 21, 945, 600

117
II. GAME DEVELOPMENT BUILDING

EMPLOYEES NO. OF RATE/DAY MONTHLY ANNUAL


EMPLOYEES SALARY EXPENSES
GAME 20 1, 016 609, 600 7, 315, 200
DESIGNERS
WRITERS 4 986 118, 320 1, 419, 840
ARTISTS 67 1, 240 2, 492, 400 29, 908, 800
SOUND 16 733 351, 840 4, 222, 080
ENGINEER
PAROJECT 4 1, 620 194, 400 2, 332, 800
MANAGER
DIRECTOR 4 1, 250 150, 000 1, 800, 000
PRODUCER 4 1, 166 139, 920 1, 679, 040
PROGRAMMERS 109 1, 667 5, 451, 090 65, 413, 080
QUALITY 7 1, 200 252, 000 3, 024, 000
ASSURANCE
COOK 3 467 42, 030 504, 360
DISHWASHERS 2 360 21, 600 259, 200
CASHIER 2 393 23, 580 282, 960
SECURITY 3 440 39, 600 475, 200
NURSE 1 1, 087 32, 610 391, 320
DOCTOR 1 1, 633 48, 990 587, 880
RECEPTIONIST 2 700 42, 000 504, 000
JANITOR 4 381 45, 720 548, 640
ARCHIVE 2 623 37, 380 448, 560
PERSONNEL
OPERATION & 4 980 117, 000 1, 411, 200
MAINTENANCE
PERSONNEL
MAKE-UP 2 500 30, 000 360, 000
ARTIST
TOTAL ANNUAL EXPENSES: 122, 888, 160

118
III. ANIMATION BUILDING

EMPLOYEES NO. OF RATE/DAY MONTHLY ANNUAL


EMPLOYEES SALARY EXPENSES
CASHIER 1 393 11, 790 141, 480
SECURITY 4 440 52, 800 633, 600
NURSE 1 1, 087 32, 610 391, 320
DOCTOR 1 1, 633 48, 990 587, 880
ARCHIVE 1 623 18, 690 224, 280
PERSONNEL
OPERATION & 7 980 205, 800 2, 469, 600
MAINTENANCE
PERSONNEL
TECHNICIAN 7 404 84, 840 1, 018, 080
JANITOR 6 381 68, 580 822, 960
SOUND 28 733 615, 720 7, 388, 640
ENGINEERS
ANIMATION 7 1, 300 273, 000 3, 276, 000
SUPERVISORS
RECEPTIONISTS 2 700 42, 000 504, 000
ANIMATORS 57 1,240 2, 120, 400 25, 444, 800
WRITER 3 986 88, 740 1, 064, 880
DIRECTORS 8 1, 250 300, 000 3, 600, 000
COOK 3 467 42, 030 504, 360
DISHWASHERS 3 360 32, 400 388, 800
PROGRAMMERS 110 1, 667 5, 501, 100 66, 013, 200
ARTISTS 57 1, 240 2, 120, 400 25, 444, 800
PHOTOGRAPHERS 3 823 74, 070 888, 840
PRODUCERS 14 1, 166 489, 720 5, 876, 640
MAKE-UP 4 500 60, 000 720, 000
ARTISTS
TOTAL ANNUAL EXPENSES: 147, 404, 160

119
IV. APARTMENT BUILDING

EMPLOYEES NO. OF RATE/DAY MONTHLY ANNUAL


EMPLOYEES SALARY EXPENSES
CASHIER 1 393 11, 790 141, 480
RECEPTIONISTS 1 700 21, 000 252, 000
JANITOR 2 381 22, 860 274, 320
MAINTENANCE 2 980 58, 800 705, 600
SECURITY 1 440 13, 200 158, 400
TOTAL ANNUAL EXPENSES: 1, 531, 800

SUMMARY OF ANNUAL EXPENSES:


GALLERY BUILDING PHP 21, 945, 600.00
GAME DEVELOPMENT BUILDING PHP 122, 888, 160.00
ANIMATION BUILDING PHP 147, 404, 160.00
APARTMENT BUILDING PHP 1, 531, 800.00
TOTAL ANNUAL EXPENSES: PHP 293, 769, 720.00

120
APPENDIX G

REQUEST LETTER TO CITY PLANNING AND DEVELOPMENT OFFICE

121
APPENDIX H

ANIMATION COSTING REFERENCE

122
123
APPENDIX I

GAME DEVELOPMENT COSTING REFERENCE

124
APPENDIX J

SPACE RENTAL COSTING REFERENCE

125
CURRICULUM VITAE

Name: Kristina T. Moreno

Address: #093 Kareteras, Zone 6, Bonbon, Cagayan de Oro City

Birthday: November 27, 1996

Parents: Topherson M. Moreno

Nilda T. Moreno

Sibling/s: Jenessa T. Moreno, CPA

Educational Background:

Elementary: City Central School

Secondary: Kong Hua School

Tertiary: University of Science and Technology of Southern

Philippines

126
CERTIFICATION OF AUTHENTIC AUTHORSHIP

I hereby declare that this submission is my own work and to the best of my

knowledge, it contains no materials previously published or written by another person,

nor materials which to substantial extent has been accepted for the award for any degree

or diploma at USTSP or any other educational institution, except where due

acknowledgement is made in the special project. Any contribution made to the research

by others, is explicitly in the special project.

I also declare that the intellectual content of this special project is the product of

my own work, except to the extent that assistance from others in the design and

conception or in style, presentation and linguistic expression is acknowledged.

- Kristina T. Moreno

127

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