This document discusses four different graphics styles for computer games: photorealism, which aims to look realistic; cell shading, which gives a hand-drawn look; abstraction, which uses lines and shapes rather than realistic objects and is common in retro games; and exaggeration, adapted from anime/manga with an over-the-top, non-realistic style that adds fun.
Photorealism is a genre of painting that uses photographs to gather visual information to create highly realistic paintings. It originated as an art movement in the United States in the late 1970s in response to abstract expressionism and minimalism. Photorealists precisely replicate photographs in their paintings. Cel shading, also known as toon shading, is a non-photorealistic rendering technique used to make computer graphics resemble hand-drawn cartoons or comics. It emerged around the 21st century and is commonly used in video games. Abstraction in art refers to works that do not attempt to realistically depict visible things, but instead use color, form, and other properties to achieve expressive effects.
The document discusses how a personal learning network allows an individual to learn from various sources and resources, such as following educational websites and connecting with other teachers to gain classroom ideas and research. Twitter and talks are mentioned as ways to source articles and gain information on current education practices and ideas. A number of website and video URLs are also included.
Pixel art is created pixel by pixel, making it time-consuming but allowing for high quality works. Concept art illustrates visual ideas to show what the final product will look like. Texture art conveys what surfaces may feel like to make the work more realistic. Background graphics set the environment for game levels or add depth to interfaces. Print media art packages the game and merchandise like posters to effectively promote titles.
Image resolution is measured by the detail an image holds, which is quantified by how close lines can be to each other and still be visible. Pixel art is a form of digital art created by editing images on the pixel level. Vector graphics use geometrical primitives and mathematical expressions to represent images, while raster graphics represent images as a grid of pixels in an image file. Common file formats for raster graphics include BMP, PNG, GIF, TIFF, and JPEG, while PDF, EPS, and AI are examples of vector graphics file formats. Lossless data compression reduces file size by eliminating statistical redundancies without losing image data.
The Industrial Revolution accelerated during Queen Victoria's reign due to the power of steam, which allowed Victorian engineers to develop larger, faster machines that could power entire factories. This led to a huge growth in the number of factories, especially textile mills.
Cynthia Brooke-Carlton is a 22-year-old adventurous heroine who grew up in Austria in an upper-class family. Her clothing design for the game should reflect her Austrian upbringing and wealthy background, giving an impression of comfort but not be overly revealing. She should have an adventurous and mysterious air while still appearing likable as the game's plot heroine. Her design takes elements of Victorian fashion and steam punk style inspired by Bioshock Infinite, Myst, and Guns of Icarus.
This document is a production log for a student's final major project creating a games design for a creative media course. It details the student's progress over several months, including researching the target audience, creating prototypes, adding gameplay elements like shooting and collision detection, improving the user interface, and exporting a completed build of the game. The student worked on tasks like pre-production planning, designing levels, importing models, fixing bugs, and refining the game over time.
This schedule outlines the tasks and deadlines for a final major project for a games design course over 15 weeks. It includes tasks such as launching the project, conducting audience research through questionnaires and focus groups, creating a pitch, pre-production planning, production such as building levels and programming functionality, and evaluation. Key milestones are pitching the idea by week 4, completing pre-production by week 6, and the deadline for the final exported game in week 15.
This risk assessment identifies hazards associated with using computer workstations. It evaluates hazards such as work-related disorders, stress, fatigue, eyestrain, and effects from chemicals. Control measures are outlined to reduce risks, including workstation assessments, varied work routines, approved chemicals, electrical safety, and training. The assessment is to be reviewed every two years.
This general risk assessment evaluates potential hazards for curriculum lessons conducted in a standard classroom environment at a college site. It identifies hazards such as slip/trip hazards, electricity, sharp implements, and fire. Control measures are outlined to reduce risks, including ensuring safe electrical equipment, instructing students on hazards, keeping exits clear, and having first aid available. The assessment is to be reviewed every 2 years.
This document discusses research into defining the target audience for an online casual game. It analyzes data on player demographics, preferences, and popular existing games. The key findings are:
- The target audience is mainly casual male gamers aged 12+ who prefer strategic adventure games that provide competition.
- Females prefer more relaxed puzzle games while males prefer games with social and competitive elements like shooters.
- Gamers are motivated by problem-solving, achievement, and escapism rather than storylines.
- Input from a focus group suggested the game needs a unique quality, challenging objectives, and simple yet entertaining gameplay.
This document discusses various topics related to digital graphics including:
- Pixel resolution and vector vs raster images
- Common file formats like JPEG, PNG, GIF, PDF, BMP, TIFF, PSD, EPS, and AI and their uses
- Image compression types of lossless and lossy
- Optimizing images by reducing file size while decreasing quality
- Storing and managing digital assets through appropriate file naming, folder organization, and backups
The document describes several art pieces created as part of a project titled "Creatures". It summarizes each piece, including the different mediums and techniques used such as cross hatching with pen, light and dark shading with pencil, blending watercolors with a dabbling brush technique, easily blending and layering colors with oil pastels, using fine liner pens of varying thicknesses for detail, and creating tonal detail using different grades of pencil. The pieces include studies of lizards, birds, and other creatures.
The artist used a black pen for cross hatching lines to texture the lizard in the center picture, and a 2B pencil for shading the background. They attempted their first use of watercolors by dabbing the brush to blend colors and create a feathery effect, though watercolors were a challenge. Their favorite piece was created using oil pastels, which they found easy to blend and layer colors with until achieving the desired effect.
E4 television station uses memorable "Idents" or station identifications to identify themselves on air. These Idents are typically colorful, creative, fun, and memorable, using techniques like stop motion, audio, 3D animation, and film. The document provides examples of recent E4 Idents and discusses why they are amazing due to the creative techniques used in their production.
Pixel resolution refers to the number of pixels in an image's columns and rows. There are two main types of computer graphics: raster images which use a grid of pixels and vector images which use mathematical relationships between points and paths. Common file formats include JPG, which is best for websites and emails due to its ability to be highly compressed into small file sizes at the cost of lower quality. There are two types of image compression - lossless, which compresses to an exact duplicate but not greatly, and lossy, which strips redundant data to allow for higher compression ratios but results in some quality loss.
The document provides information on several figurative artists including Francis Bacon, Gustav Klimt, Pablo Picasso, Eric Zener, Jason DeCaires Taylor, Blake William Ward, Betsy Youngquist, Prina Granirer, Chris Roberts-Antieua, and Lawrence Paul Yuxweluptun. It summarizes their artistic styles, subjects, materials used, and notable works.
This article will discuss how 3D modeling has changed the interactive media and computer games industry by talking about its uses such as creating 3D environments and characters. It will discuss the basic principles involved in creating 3D models such as modeling techniques. The article will also talk about the constraints of 3D modeling and how it affects the industry. It will conclude with the author's opinion on 3D modeling.
This short document discusses programming sound effects to play in two different situations in a game. It mentions importing and programming a river/stream sound to play when a level loads, and implementing a sound effect to play when an enemy is destroyed.
This questionnaire asks respondents for their gender and age, whether they have a smartphone or tablet that is Apple or Android, what types of apps they like, and what they would like to see in a new app.
This schedule document outlines the plan for a SIMS concept project over several weeks. It details the tasks to be completed each week, including LightBot tutorials, measuring areas for modeling, beginning production of 3D models, adding details to models, and final evaluation. Key tasks involve choosing areas to model, taking reference photos and measurements, building initial shells and adding surfaces/details, and reviewing the completed project. The schedule aims to break the work into stages and allocate time for specific tasks and review sessions to manage progress toward the deadline.
This assignment brief outlines tasks for a Level 3 Extended Diploma in Creative Media Production focusing on sound design for computer games. Students must analyze sound design in computer games, create original sound samples and compositions for different game genres, and provide a blog analyzing their work. The tasks are mapped to grading criteria for Units 73 (Sound for Computer Games) and 2 (Communication Skills for Creative Media Production). Students will produce sound assets using audio software and field recordings, apply them to a game, and communicate their process and findings in a blog. The deadline for completion is March 30th, 2012.
This 3-year, full-time course provides students with the skills and knowledge needed for a career in the games design industry. The course covers understanding the structure and operations of the games industry through units focused on the organizational structure of games companies and the computer games industry as a whole. Students gain experience in designing, developing, and testing computer games.
This document discusses various job roles in the game development industry, including programmers, artists, designers, producers, testers, and marketers. It provides sources for further information on the responsibilities and skills required for different positions within the game development field.
This document is a production log for a student's final major project creating a games design for a creative media course. It details the student's progress over several months, including researching the target audience, creating prototypes, adding gameplay elements like shooting and collision detection, improving the user interface, and exporting a completed build of the game. The student worked on tasks like pre-production planning, designing levels, importing models, fixing bugs, and refining the game over time.
This schedule outlines the tasks and deadlines for a final major project for a games design course over 15 weeks. It includes tasks such as launching the project, conducting audience research through questionnaires and focus groups, creating a pitch, pre-production planning, production such as building levels and programming functionality, and evaluation. Key milestones are pitching the idea by week 4, completing pre-production by week 6, and the deadline for the final exported game in week 15.
This risk assessment identifies hazards associated with using computer workstations. It evaluates hazards such as work-related disorders, stress, fatigue, eyestrain, and effects from chemicals. Control measures are outlined to reduce risks, including workstation assessments, varied work routines, approved chemicals, electrical safety, and training. The assessment is to be reviewed every two years.
This general risk assessment evaluates potential hazards for curriculum lessons conducted in a standard classroom environment at a college site. It identifies hazards such as slip/trip hazards, electricity, sharp implements, and fire. Control measures are outlined to reduce risks, including ensuring safe electrical equipment, instructing students on hazards, keeping exits clear, and having first aid available. The assessment is to be reviewed every 2 years.
This document discusses research into defining the target audience for an online casual game. It analyzes data on player demographics, preferences, and popular existing games. The key findings are:
- The target audience is mainly casual male gamers aged 12+ who prefer strategic adventure games that provide competition.
- Females prefer more relaxed puzzle games while males prefer games with social and competitive elements like shooters.
- Gamers are motivated by problem-solving, achievement, and escapism rather than storylines.
- Input from a focus group suggested the game needs a unique quality, challenging objectives, and simple yet entertaining gameplay.
This document discusses various topics related to digital graphics including:
- Pixel resolution and vector vs raster images
- Common file formats like JPEG, PNG, GIF, PDF, BMP, TIFF, PSD, EPS, and AI and their uses
- Image compression types of lossless and lossy
- Optimizing images by reducing file size while decreasing quality
- Storing and managing digital assets through appropriate file naming, folder organization, and backups
The document describes several art pieces created as part of a project titled "Creatures". It summarizes each piece, including the different mediums and techniques used such as cross hatching with pen, light and dark shading with pencil, blending watercolors with a dabbling brush technique, easily blending and layering colors with oil pastels, using fine liner pens of varying thicknesses for detail, and creating tonal detail using different grades of pencil. The pieces include studies of lizards, birds, and other creatures.
The artist used a black pen for cross hatching lines to texture the lizard in the center picture, and a 2B pencil for shading the background. They attempted their first use of watercolors by dabbing the brush to blend colors and create a feathery effect, though watercolors were a challenge. Their favorite piece was created using oil pastels, which they found easy to blend and layer colors with until achieving the desired effect.
E4 television station uses memorable "Idents" or station identifications to identify themselves on air. These Idents are typically colorful, creative, fun, and memorable, using techniques like stop motion, audio, 3D animation, and film. The document provides examples of recent E4 Idents and discusses why they are amazing due to the creative techniques used in their production.
Pixel resolution refers to the number of pixels in an image's columns and rows. There are two main types of computer graphics: raster images which use a grid of pixels and vector images which use mathematical relationships between points and paths. Common file formats include JPG, which is best for websites and emails due to its ability to be highly compressed into small file sizes at the cost of lower quality. There are two types of image compression - lossless, which compresses to an exact duplicate but not greatly, and lossy, which strips redundant data to allow for higher compression ratios but results in some quality loss.
The document provides information on several figurative artists including Francis Bacon, Gustav Klimt, Pablo Picasso, Eric Zener, Jason DeCaires Taylor, Blake William Ward, Betsy Youngquist, Prina Granirer, Chris Roberts-Antieua, and Lawrence Paul Yuxweluptun. It summarizes their artistic styles, subjects, materials used, and notable works.
This article will discuss how 3D modeling has changed the interactive media and computer games industry by talking about its uses such as creating 3D environments and characters. It will discuss the basic principles involved in creating 3D models such as modeling techniques. The article will also talk about the constraints of 3D modeling and how it affects the industry. It will conclude with the author's opinion on 3D modeling.
This short document discusses programming sound effects to play in two different situations in a game. It mentions importing and programming a river/stream sound to play when a level loads, and implementing a sound effect to play when an enemy is destroyed.
This questionnaire asks respondents for their gender and age, whether they have a smartphone or tablet that is Apple or Android, what types of apps they like, and what they would like to see in a new app.
This schedule document outlines the plan for a SIMS concept project over several weeks. It details the tasks to be completed each week, including LightBot tutorials, measuring areas for modeling, beginning production of 3D models, adding details to models, and final evaluation. Key tasks involve choosing areas to model, taking reference photos and measurements, building initial shells and adding surfaces/details, and reviewing the completed project. The schedule aims to break the work into stages and allocate time for specific tasks and review sessions to manage progress toward the deadline.
This assignment brief outlines tasks for a Level 3 Extended Diploma in Creative Media Production focusing on sound design for computer games. Students must analyze sound design in computer games, create original sound samples and compositions for different game genres, and provide a blog analyzing their work. The tasks are mapped to grading criteria for Units 73 (Sound for Computer Games) and 2 (Communication Skills for Creative Media Production). Students will produce sound assets using audio software and field recordings, apply them to a game, and communicate their process and findings in a blog. The deadline for completion is March 30th, 2012.
This 3-year, full-time course provides students with the skills and knowledge needed for a career in the games design industry. The course covers understanding the structure and operations of the games industry through units focused on the organizational structure of games companies and the computer games industry as a whole. Students gain experience in designing, developing, and testing computer games.
This document discusses various job roles in the game development industry, including programmers, artists, designers, producers, testers, and marketers. It provides sources for further information on the responsibilities and skills required for different positions within the game development field.