Professional Documents
Culture Documents
3D-
Now technology is becoming more realistic
looking and life like, they tend to have 3D
features, which is more popular in games now as
they are more entertaining to play than 2D block
games. 3D computer graphics (in contrast to 2D
computer graphics) are graphics that utilize a
three-dimensional representation of geometric
data that is stored in the computer for the
purposes of performing calculations and
rendering 2D images. In computer graphics software, the distinction between 2D
and 3D is occasionally blurred; 2D applications may use 3D techniques to
achieve effects such as lighting, and primarily 3D may use 2D rendering
techniques. 3D computer graphics are often referred to as 3D models.
Concept Art-
Concept art is a form of illustration used to convey an idea for use in films, video
games, animation, comic books, or other media before it is put into the final
product. Concept art is also referred to as visual development and/or concept
design. A concept artist is an individual who generates a visual design for an
item, character, or area that does not yet exist. This includes, but is not limited
to, film, animation, and more recently video game production. Concept drawings
can also be used to explore more technical aspects of a design, providing an
initial response and possible solutions to problems, constraints and opportunities
such as services layout, structure, method of construction, solar paths and
shading, prevailing wind, patterns of circulation, relationships between aspects of
the site and so on.
Characters-
A player character or playable character (PC) is a fictional character in a role-
playing or video game whose actions are directly controlled by a player of the
game rather than the rules of the game. The characters that are not controlled
by a player are called non-player characters (NPCs). The playable characters are
controlled by the player using a controller having buttons and toggle sticks
controls the playable characters. The
ones that are non playing characters, are
the ones that cannot be played by the
player. These are usually in the
background of games to make them more
realistic for example, Grand Theft Auto.
This game features the playable
characters and ones in the background to
make the game look like a real life
environment and this adds effect to the
video game. Usually, in more recent games you play and unlock more rather
than staying with one.
Weapons-
Weapons are used within video games when it requires violence and characters
have to defend themselves. You only see these in shooter games or games
including violence, usually they have the highest age rating. In video games,
players usually start off with no ammo or little as they have to work to unlock
weapons. Unless this was a shooter game and you were required to begin
fighting immediately. Weapons are not crucial in non shooter games but still play
a large role as they can help you with missions and tasks the player may have to
complete within it. The most common items that you find in games and shooter
ones are health packs, ammunition packs, box of ammo etc.
Vehicles-
Games featuring vehicles allow players to drive or fly a vehicle. This vehicle can
resemble a real one, or a vehicle from the game designer's imagination. This
includes vehicles in the air, on the ground, over water, or even in space.
Different vehicle simulations can involve a variety of goals, including racing,
combat, or simply the experience of driving a vehicle. The essential gameplay in
a vehicle simulation is the physical and tactical challenge of driving a vehicle.
Mastery of vehicle control is the element which encourages players to continue
playing, even after the game's goals have been completed. Players learn to use
appropriate speed and steering, and must avoid
crashing by observing cues about how fast they
are going. There are some vehicle simulations
where the player is given no specific goal, and
is simply able to explore and experience using
the vehicle.
Environment-
The environment within video games always depends on the type of game you
are playing. With real life like games that is free roaming and uses a playable
character normally has an environment that looks like real life. Level design,
environment design or game mapping is a discipline of game development
involving creation of video game levelslocales, stages, or missions. This is
commonly done using a level editor, a game
development software designed for building
levels; however, some games feature built-in
level editing tools. Level design is both an artistic
and technical process. In a game such as ones,
where you are in the middle of a zombie
apocalypse would feature an environment
desolated and run down. It would have broken
down buildings and dead bodies all over the
place, looking like a ghost town to add to the
effect and idea of the game.
Texture Art-
A texture artists job is to paint surface textures on animated characters,
environments, and props. The number of textures animators work with is endless
and may include things such as wrinkles, fur, scales, sweat, and mud. In some
cases, the textures used in animation cannot be found in real life. In these
instances, the texture artist invents his own textures using his imagination and
creativity skills. Texture artists use a variety of software, platforms, and rendering
environments to create textures for environments, characters, objects, and props
for animated films, television shows, and video games. Some of the most
common types of software, platforms, and rendering environments used in
animation include Photoshop, 3D Paint, UV Layout/Editing, RenderMan, Mental
Ray, Maya, Shaders, and Houdini. Texture artists also use digital matte painting
techniques to create textures and they work with advanced surface types,
subsurface scattering, and global illumination.
Texture artists work in animation studios, film and video production studios, for
game companies, web design companies, graphic design firms, advertising firms,
and even mobile technology companies.
Graphics Research
Pixels-
In digital imaging, a pixel, pel, dots, or picture element is a physical point in a
raster image, or the smallest addressable element in an all points addressable
display device. The physical size of a pixel depends on how you've set the
resolution for the display screen. If you've set the display to its maximum
resolution, the physical size of a pixel will equal the physical size of the dot size
of the display. If, however, you've set the resolution to something less than the
maximum resolution, a pixel will be larger than the physical size of the screen's
dot. The specific colour that a pixel describes is some blend of three components
of the colour spectrum - RGB. Up to three bytes of data are allocated for
specifying a pixel's colour, one byte for each major colour component. These
small little dots are what make up the images on computer displays, whether
they are flat-screen (LCD) or tube (CRT) monitors. The screen is divided up into a
matrix of thousands or even millions of pixels. When people look at graphics
whether it be a pixelated image or not, they want to see a good quality clear
picture.
Image resolution-
Image resolution is typically described in PPI, which refers to how many pixels
are displayed per inch of an image. Higher resolutions mean that there more
pixels per inch (PPI), resulting in more pixel information and creating a high-
quality, crisp image. Images with lower resolutions have fewer pixels, and if
those few pixels are too large (usually when an image is stretched), they can
become visible. For example, an image that is 2048 pixels
wide and 1536 pixels high (2048X1536) contains (multiply)
3,145,728 pixels (or 3.1 Megapixels). You could call it a
2048X1536 or a 3.1 Megapixel image. As the megapixels
in the pickup device in your camera increase so does the
possible maximum size image you can produce. This
means that a 5 megapixel camera is capable of capturing
a larger image than a 3 megapixel camera.
Intensity-
An intensity image is a data matrix, I, whose values represent intensities within
some range. MATLAB stores an intensity image as a single matrix, with each
element of the matrix corresponding to one image pixel. The matrix can be of
class double, unit8, or unit16.While intensity images are rarely saved with a
colormap, MATLAB uses a colormap to display them. The elements in the
intensity matrix represent various intensities, or gray levels, where the intensity
0 usually represents black and the intensity 1, 255, or 65535 usually represents
full intensity, or white.
Forests-
This is another example of the type of
background you may find in a video game. You
mainly see these in a game that is quite scary
or contains ghostly characters. You find these
in RPG games such as Skyrim or the Witcher
as they use a lot of exploring in these types of
areas.
Clouds-
This is a feature that you find in almost any kind of game but
not one that you particularly look out for. It goes un-noticed
as you focus on the front view rather than what is above you.
These are especially in games that focus on creating a real
life feel for example, Grand Theft Auto is a free play game
with human characters and the scene tries to look like
everyday life, having clouds and the sky.
In-game interface-
A 'game interface' is simply a interface between the game and something else
(typically, a player). In an electronic game, people typically think of the interface
as the visual components on a screen that we read (HUDs, avatars, text, etc) and
the visual areas we interact with (characters we move, buttons we press, etc).
However, a complete definition might include non-visual feedback (sounds,
haptic feedback from controllers and mobile devices) and non-screen inputs
(voice controls, motion sensors). The interfaces also include input devices that
are not necessarily shipped with a game, but are used for interfacing with
programs in general, like keyboards, mice, controllers, touch screens.
Head up display-
In video and computer games, the HUD is the display area where players can see
their character's vital statistics such as current health, bonus attributes, armor
level, ammunition count, and more. In most games, developers strive to create a
HUD that does not intrude upon gameplay (i.e. it should be virtually unnoticed)
but be accessible at a glance when the player needs it (i.e. the player can do
battle, focusing on the gameplay but easily observe the character's health and
other vital statistics).
Print Media Art
Game Packaging-
Print media art is important to games, this is
because, and many people are attracted by
colourful art designs for games, whilst others think
they look aesthetically pleasing. This is the same
with posters, packaging etc. Game packing,
depending on what design it has, can be very
intriguing for buyers but only the better editions of
games now come with packaging recently. An
example of this is "borderlands 2: loot chest
edition" and the "borderlands 2" game next
to each other. The designs for the packaging are great, but there are not many
games that come with packaging that are normal editions, it is all to do with the
costs of the packaging and how the more expensive things get better packaging
as they make their money back. Next is the box cover, the box cover for the
game has to relate to the game itself. It must be eye catching; it must have the
title of the game on the front. Box art is never game play of a game, it is usually
something like concept art, this is to make the game look flashier to others and
make them want to buy it.
DVD container-
Print media is used in many products such as the
game packaging, covers, labels etc. When you
create the container that the DVD will be in, it is
important to create it the most aesthetically
pleasing as possible due to this selling the product.
It always needs to look good with the genre of the
game to interest the specific target audience. The
back of the game usually includes images of the
most interesting part of it to entice buyers and
make the game look the most appealing. This all
comes down to the print media art and how the
game is portrayed on the packaging. Games such as
Call of Duty and Grand Theft Auto have really
mastered the way their produce their containers in
order to promote their game to the public. This is important as it stands out to
the audience especially when it is on the shelf in stores.
A3 Poster-
Game posters are a good way to promote a product to the
market. Again, they must relate to the type of game that
you are selling, as this is what will attract the correct
buyers. Posters are usually printed and displayed outside
shops, on bus stops and on lampposts. This can be a great
way to advertise and let the public know about a game or
new and upcoming one. A3 posters are good because they
are not too big and are the right size to still let people
know what they are about. Sometimes these can be
created digitally and posted online or seen as ads with
links to the game site. Most posters just feature the usual
front game cover and the release date, if it has not been
out yet. Warcraft has done this, featuring their title and
logo and an eye-catching image.