L3 Games Design | Year 1 P2 Generating Concept art Ideas for Computer Games | jakub flis
Computer Game Graphics
•Print media graphics, such as game poster, game packaging
•In-game graphics (head-up display graphics, sprite graphics, background graphics, image textures)
•Concept art graphics
this work has been already done please refer to this link - https://kubagamesdesign.blogspot.co.uk/2017/10/btec-level-3-gmaes-design-unit-78.html
Graphic Specification
•Client needs
This is what the client wants from or in the game but it doesn't have to be the final game. for example the client would might ask for the game to be a 2D plat former with mathematical problems implemented in it this is normally presented to the artists as a brief which can be very detailed or only give basic information about genre or theme.
•Audience
In this case the audience would be a target for the developers/artists they would try to satisfy their needs and wants to make the perfect game for that target audience. For example your game might aim for a younger audience to get as many sales as possible meaning they might make the game easier or the art work could be more cartoon to appeal to the younger audience.
•Thumbnail sketching
thumbnail sketches are very quick sketches 10 seconds to a minute sketch very quick and rough maybe something come up in your head and you use thumbnail sketching to put that idea or ideas to paper.
•Visual style, eg colour, style, photorealistic, cel-shaded, anime
this work has already been done please refer to this link - https://kubagamesdesign.blogspot.co.uk/2017/09/btec-level-3-games-design-unit-78.html
Composition:
Word to word definition is combining something together to make a complete version of something an example of this would be a album with 11 songs and these songs combine to make the album and this would be called a composition.
Typography:
the style and appearance of printed matter.
• the art or procedure of arranging type or processing data and printing from it.
•Technical considerations, eg file format, file size, optimisation, file naming conventions, asset
management, intended output. - this work has already been done please refer to this link -https://kubagamesdesign.blogspot.co.uk/2017/10/raster-image-raster-graphics-are.html
•Print media graphics, such as game poster, game packaging
•In-game graphics (head-up display graphics, sprite graphics, background graphics, image textures)
•Concept art graphics
this work has been already done please refer to this link - https://kubagamesdesign.blogspot.co.uk/2017/10/btec-level-3-gmaes-design-unit-78.html
Graphic Specification
•Client needs
This is what the client wants from or in the game but it doesn't have to be the final game. for example the client would might ask for the game to be a 2D plat former with mathematical problems implemented in it this is normally presented to the artists as a brief which can be very detailed or only give basic information about genre or theme.
•Audience
In this case the audience would be a target for the developers/artists they would try to satisfy their needs and wants to make the perfect game for that target audience. For example your game might aim for a younger audience to get as many sales as possible meaning they might make the game easier or the art work could be more cartoon to appeal to the younger audience.
•Thumbnail sketching
thumbnail sketches are very quick sketches 10 seconds to a minute sketch very quick and rough maybe something come up in your head and you use thumbnail sketching to put that idea or ideas to paper.
•Visual style, eg colour, style, photorealistic, cel-shaded, anime
this work has already been done please refer to this link - https://kubagamesdesign.blogspot.co.uk/2017/09/btec-level-3-games-design-unit-78.html
Composition:
Word to word definition is combining something together to make a complete version of something an example of this would be a album with 11 songs and these songs combine to make the album and this would be called a composition.
Typography:
the style and appearance of printed matter.
• the art or procedure of arranging type or processing data and printing from it.
•Technical considerations, eg file format, file size, optimisation, file naming conventions, asset
management, intended output. - this work has already been done please refer to this link -https://kubagamesdesign.blogspot.co.uk/2017/10/raster-image-raster-graphics-are.html
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