Tuesday, 7 November 2017

Unit 78: P2 Generating Concept art Ideas for Computer Games

Level 3 Games Design

Unit 78: Digital Graphics for Computer Games

Computer Game Graphics

For this please click on this link as it goes to my computer game graphics exercise that is already completed: Click Here


Client Needs
The client needs are when a client has given you some specifications that they would like you to complete for them and try to stick as close to that as they can.

Audience
The audience is either the people that end up playing the game that has been created or they are the target audience which is where the game designers design a game to be played by that audience however it is not always specifically for that audience and no one else.

Thumbnail Sketching
This is where you have little concept drawings around the size of a thumb that help with just trying to get some quick ideas down and you can then go over it and change anything you don't like when you eventually make it bigger to allow you to go into more detail.

Visual Style
This is where you decide what sort of colours and styles you will use for your concept art and also your final designs and what art style will work best with those colours and styles so you can make it look as good as you possibly can.

Typography
This is where you choose the font style, colour and size that you think will best match the style/theme you are going for as you don't want something that doesn't fit the theme as it will look completely ridiculous.

Technical Considerations
This is where you have to look and consider if the game and art you are working on will be able to work correctly on the hardware and software. For this you have to take into consideration the file format everything is saved as, how big those files are, how best to optimise your work for the platform and what to name each individual asset so it doesn't get lost.

Composition
This is where you have to place elements at the correct scale to everything else so that it all looks like it is in the correct places and be where they should be so that it is both logical and looks aesthetically pleasing to the people looking at it. One technique to help is the rule of thirds which is where the screen is split into nine equal pieces and where the lines cross near the centre is where our eyes are drawn to and what looks the most pleasing to us even if we don't know why. There is also where we place the HUD on the screen as it is only logical that we place it on the outer edges of the screen and not in the middle where our eyes are drawn to the character or the background. Finally there is line leading which is a technique where artists use a line that draws our attention and then leads us to the main subject in that screen.

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