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Visual Design in Games

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Page 1: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Visual Design in Games

Page 2: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Last class

The central purpose of any visual medium is communication

Instructive forces are always at work in games

Visuals of the game world should add cohesiveness and continuity to the game

Page 3: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

We attempted to define games

We touched on the issue of games and art and argued that some game can be considered art and others not

Last Class

Page 4: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

A visual design team would include:

Concept Artist

3D Modeler

Animator

Lighting Designer

Page 5: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Cinematographer

Texture Artist

Surface Effects Designer

GUI Designer

visual design team

Page 6: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Concept Artist:

Involves the creation of illustrations that convey a visual representation of a design

Halo

Bungie Software

2004

visual design team

Page 7: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

3D Modeler:

A 3D modeler is a sculptor that is concerned with form, expressiveness, and style

visual design team

Page 8: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Animator:

Creates a timed sequence of graphic images to give the appearance of continuous movement

visual design team

Page 9: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Lighting Designer:

Responsible for designing, focusing and plotting the lighting for the game.

Metal Gear Solid

visual design team

Page 10: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Cinematographer:

Responsible for directing the camera and lighting crews working on a game

Metal Gear Solidvisual design team

Page 11: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Texture artist:

Develops the game’s 2D texture maps.

Surface Effects Designer:

Develops maps that enhances the over all look of the game

Half-Life 2

visual design team

Page 12: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

GUI Designer:

Develops the graphic user interface

A game can be made or killed with the GUI.

Age of Empires III

visual design team

Page 13: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

All the roles mentioned involve:

Research and the implementation of knowledge, andthe generation of new knowledge

Judgment-calls, the use of educated intuition and decision-making

visual design team

Page 14: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Understanding the Design Process for Games

Age of Empires IIIEnsemble Studios

Page 15: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

The three concepts that can be operating in an image are:

Information

Redundancy

Noise

Understanding the Design Process

Page 16: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

The level of information in a message is in inverse relation to its probability

Understanding the Design Process

Page 17: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

The level of information in a message is in inverse relation to its probability

Understanding the Design Process

Page 18: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

The level of information in a message is in inverse relation to its probability

Understanding the Design Process

Page 19: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Information

Redundancy

Noise

Understanding the Design Process

Page 20: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

On a the positive side, redundancy can have at least two functions:

Insistence, in the form of repetition

Clarification, by giving prominence to a message

Understanding the Design Process

Page 21: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Noise:

Noise can appear at a visual level, and can be also caused at a semantic level

Big Rigs

Game Mill

Stellar Stone

Understanding the Design Process

Page 22: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Information

Redundancy

Noise

Understanding the Design Process

Page 23: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Reality and Creativity:

Creativity can be defined as the ability to conceive unexpected solutions to apparently unsolvable problems

It is based on a number of controllable processes, such as observation, attention, research, and analysis

Understanding the Design Process

Page 24: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Creativity and Communication:

Clarity is not opposed to creativity, it can make complex messages easy to understand

It requires an objectivity and flexibility; an ability to analyze any problem from a multiplicity of viewpoints

Understanding the Design Process

Page 25: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Understanding the Design Process

Page 26: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Communication and Aesthetics:

Visual design problem cannot be seen as a need to choose between communication and aesthetics

Beauty and visual sophistication must be integrated within the project's content and its public

Understanding the Design Process

Page 27: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Perception and Meaning:

There is a focal point in every game frame, that is usually whatever is being controlled by the player

Understanding the Design Process

Page 28: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

The image must be strong enough to emerge clearly from its context.

It should have a high internal cohesion.

Its content has to be relevant to the interests of the viewer.

Understanding the Design ProcessPerception and Meaning

Page 29: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

We don’t look in order to see; we look to understand

Communicate the massage through its most immediate elements

Understanding the Design ProcessPerception and Meaning

Page 30: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

The Design Process

Page 31: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Solving a design problem:

When solving a design problem, identifying all elements and variables is as difficult as solving it without trying to

The method should alternate between abstract processes and tentative visualizations

The Design Process

Page 32: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

How can we arrive to this process?

Lets try by playing ☺…again!

Page 33: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

The sequence of the design process:

Assignment of the project

First definition of the problem

Collection of information

Second definition of the problem

The Design Process

Page 34: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Definition of objectives

Third definition of the problem

Development of the design proposal

Presentation to the client

The Design Process

Page 35: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Organization of final production

Implementation and troubleshooting

Evaluation of performance

The Design Process

Page 36: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Thoughts on the Design Process

The search for a solution should be systematic and exhaustive.

Normally, these ways include non-rational strategies and tentative visualizations.

visualizing is another way of studying conditions and possibilities leading to the solution of the problem.

it is indispensable at the outset to define not how the design must look, but what the design must do.

Page 37: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

There is always a need for a creative leap in the interpretation process.

Visualization is not a mechanical process that results exclusively from the information collected for the project.

The Design Process

Page 38: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Questions!

Review & Summery

Page 39: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Remember our main Theme…

The purpose of any visual medium is communication

Visuals should add cohesiveness and continuity

Good visuals don’t replace a good game idea

Page 40: Visual Design in Gameswebdocs.cs.ualberta.ca/~games/299/Lecture15.pdf · Graphic Art in Games Author: Conejo y Coneja Created Date: 10/27/2005 3:33:14 PM

Thank you ☺