Tuesday 16 December 2014

Graphic Types


In this blog post I'm going to talk about the different 2D images that convey information to the player or a possible consumer. The purposes of 2D graphics can very. Some graphic types are there simply to telegraph players or objects. Others are there to convey meaning and atmosphere. These graphics have different purposes too. Some are there purely to advertise and communicate the feel of the game and others to improve the player experience.

2D Sprites

A 2D Sprite is a small image used to represent a player, NPC or object in game. It is its own element in the game and isn’t stuck in position. They are purely visual representation, mechanics, collision and other behaviours are added separately. They can also be animated. Animations can be initiated when the player performs a certain move or presses a certain button. To animate a sprite, sprite strips are used.

Sprite strips contain every frame of a particular animation lined up in one picture. This makes it easier to import animations to 2D game engines like Construct and Gamemaker.

3D Isometric Sprites
3D Isometric sprites are sprites that are rendered in 3D software and then turned into 2D images. These sprite characters are often depicted at an angle that is neither a side view nor a top down view. This is an angle that is far easier to depict in 3D.
Donkey Kong uses 3D sprites at a side view angle in a 2D world. The background uses parallax scrolling. This method of sprite and animation was ground-breaking at the time and pushed the limits of the Super Nintendo Entertainment System.


Concept Art
The purpose of concept art in the video game industry is to have a visual representation of what the director or writer has in mind for the game design. It is there to represent the look, mood and ideas of the director. Its main use is to give an entire development team a unified vision, and sometimes as promotional material.
Concept art gives modellers an idea of what Characters, weapons, vehicles and environments will look like.

Different textures and UV maps
Textures are 2D images that are wrapped around 3D models. They are made up of many different maps than contribute to how it will look and react to the game world it will be placed in.

Colour Maps are maps that contain the basic colours of the model; this is like the base of the look of the model.

A normal map adds extra details to the model without adding extra polygons. This kind of map is particularly important on low polygon models.

Specular maps are maps that determine how and what areas of the map are shiny. The blackness or whiteness of an area determines how shiny the area is in the final texture.

Displacement maps are maps that allow the geometric positions of the map to displace. Unlike other techniques like bump mapping, this method actually adds depth to the object.  The designer can make certain areas protrude and others indent to create very realistic faces or landscapes. This technique draws a lot of processing power but allows for some optimization. The maps can flatten out depending on how far the player or camera is away from it. This allows the processor heavy details to appear only when necessary.

In-game Interface



The purpose of in-game interface is to give vital information on display nearly all the time. The best forms of user interface don’t distract from the game itself.

Dead Space is a good example of realistic visual feedback. It's interface is the hologram computer in the game world itself. It is generally better if a game can implement as much realistic feedback as possible.

To contrast I've made my own version of the Dead Space interface. It commits nearly all the sins an interface possibly could. It contains large cumbersome words and blocks. It's colour scheme is everywhere and contrasts greatly with the scene. It also uses English words when it would be far more efficient and broadly effective to use universal logo's.
Printed Media


Printed Media is mainly about advertisement. It's to give the consumer an idea of what a game is like with very little information. The video game box art is the most notable example.

In this box art Naughty Dog portrays the serious nature of the game. Ellie and Joel are comparatively small compared to their surroundings and their expressions are that of dread and focus. Two humans having to trek through the long streets reclaimed by nature. They have cumbersome supplies and the weapons aren't being aimed at anything, this implies less of a focus on gun-play and more on exploration. Already there is a lot to being portrayed by printed media.
Another form of printed media is the video game manual. This serves as a good way to introduce the player to a game. This was especially important in the days before specific genre's had a standard for control scheme and before narrative could be conveyed quickly. Video game manuals need to be brief with their information. They are often read before the game has been played so they serve as vital first impressions. This also means that they need to be well written and well presented. Conveying the style and mood of the game. The Zelda manual does this effectively. The borders, font and character art all serves to convey the tone and feel of the game.

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