Wednesday, 16 November 2016

Year 1 - Unit 78 P2 Assignment Digital Graphics for Computer Games (13/11/16)

Level 3

Unit 78 - Digital Graphics for Computer Games (Assignment)

P2 - Be able to Generate Concept Art Ideas for Computer Game Graphics

Client Brief:

Create a game based on the film "Big Trouble in Little China"

Own Brief:


Create concept art based on the film "Big Trouble in Little China" and give a brief on legal and ethical considerations, computer game graphics and graphics specifications towards then game and art.

Legal & Ethical Considerations:

Legal considerations are what is appropriate within the legal profession consisting of behavioural norms and morals. Ethical considerations are problems or situations that could be evaluated as right or wrong (ethical or unethical). Most of these examples are advised about in pegi ratings when used in games.



Copyright/Plagiarism - Copyright is using someone else's work without their permission whereas,   plagiarism is saying something is your work when it is someone else's or                                             using someone else's work without crediting the creator.
                                      When creating any work you must remember to give full credit to any         sources or references you may have used. Not only that, copying any work      can be illegal which could cost your company more than it gains.

Controversial - When something is controversial it can cause a disagreement between people with   different opinions.
                          If you create a piece of work with an unpopular opinion or with a very different       view it could create a large amount disruption in a community.

Sexual Content/Nudity - Using sexual images and description in a piece of work.
    If you do decide to use any sort of sexual content in your work you must realise your audience and how you want the art to be portrayed by others.

Violence - Physical force intending to hurt or damage something or someone often leaving the one showing this brutality also hurt.
    When using violence in anything you must be aware of your audience and the way they'd react towards certain acts of savagery.

Sexism - The act of discriminating, stereotyping or being prejudiced to a certain sex. Although it is thought to be particularly towards women it is common towards men as well.
    Sexism in games occurs more than you'd think with men being the main, tough characters and women being helpless etc. and can easily offend people giving you hate.

Racism - Believing that all members of a race share the same qualities, characteristics and abilities trying to cause offence towards that race, making them feel inferior to others.
    Using racism in anything would make you and your client perceived as racist making your game seem that way as well also losing mass attraction.

Religious Discrimination - Treating someone differently based on what they do or do not believe in mainly to make their opinion less valid than your own.
    When mentioning any sort of religion or belief you must be careful about who and what you address, as peoples opinions cannot be changed.

Advertising - Showing advertisements for a commercial product or service for your or an others     company or business.
    Using products in games and art is pretty hard as not only you have to use that one product instead of other alternatives as well, you must also be sure that you want to endorse that product and its suitable for your audience.


All explained in clearer detail in this blogpost: http://sarahsgamesdesign.blogspot.co.uk/2016/11/unit-78-p2-intro-digital-graphics-for.html

Computer Game Graphics:
Print Media - Print media art includes anything from posters to packaging and manuals as it is anything physically printed relating to the game. Its mainly related to marketing a product, which is supposed to make it look appealing enough for its audience to actually want to buy it.
    Art used in print media may be achieved by colour use, art styles, writing and fonts as well as many other techniques. Using these methods should create an eye catching look with a good focal point or any other drawing effects.

In-Game - The HUD is a display of progress, information and general feedback. This may include: map info, health, ammo and objectives.
    For example when shooting you'd want a target in the centre of the screen and everything else should be hidden in the corners, and around the edge of our peripheral vision to avoid blindspots. A lot of people who play FPS games expect everything to be in a certain place as a sort of unwritten rule. More type of interface may include the button you can press, management, targeting, textual data, navigation and other general info on things like ammo and health etc. Be sure to make the interfaces not too big or small, has enough but not too much info or have bad artistic choices like fonts, colours or the wrong style.
    The Background Graphics sets the stage for a character and may be a blank canvas. It should show key elements of a game including where a player should go next or any other tips, hints and tricks.
    This should be one of the most highest quality of works for a game as it can often be a key focal point and is always there. If my concept art was photorealistic this would become a key aspect that I should've spent the most time on.
    The Texture Art adds detail to define parts of 3D computer models thanks to textural artists. The textures created are used in many things from music videos and films to video games.
    These artists create as realistic or accurate textures as they can to wrap them onto objects. They're mostly started from scratch although some are created from existing materials, they may scan photos in then apply these textures to the item or environment made by the effects team. If you would like to create textural art you should be familiar with the processes of UV mapping.

Concept Art - Any concept art is supposed to show a representation of what a design, mood, character, object, weapon etc. should look like. It is not the finished work but a general design and effect instead of the overall product.
    It should get the key visions and ideas nailed down to avoid as many mistakes or problems as it can for later. This should reduce error chances so therefore less money and time wasted. It should make a designers creative vision clearer and easier to develop.

All explained in clearer detail in this blogpost: http://sarahsgamesdesign.blogspot.co.uk/2016/09/unit-78-part-2-digital-graphics-for.html


Graphics Specification:

Audience - The audience is who your product is aimed at. They are mainly classed into different groups like age and gender etc.
    Generally when creating a game the audience is decided by what age range it is suitable for, this is often shown by the chosen age rating/pegi rating. You should however choose an audience before you start creating a game to create the prefect atmosphere for it, making sure it has suitable content.

Thumbnail Sketching - Generally a small basic drawing to brain storm any amount of ideas quickly. A basic and rough version of concept art.
    It is a good place to start before creating concept art as they do not have to be anywhere near accurate or pretty as of yet.

Visual Style - The Exaggeration style is mainly used in RPGs and is a typical style for anime and manga. As the name suggests it makes everything look exaggerated.
    If you use this style it can be used for emotions, enhancing features to create certain feelings. They tend to include eyes that widen for emotions, or a muscular character if the character is strong mentally as well as physically. Cheek and jawbones can be chiselled and more prominent for a dramatic impact. Enhancing weapons and accessories is also used very often in many games.
    The Photorealistic style is a popular choice and one of my favourites. It creates art from a photo or video taken from real life.
    The results of using photorealism should be extremely smooth and beautiful making player think of NPCs as actual people. Using this with textural art can create very realistic effects.
    The Cel-shaded style is a lot harder to find in many games even though many developers would prefer using it.
    You would use this style if you were basing a game off a cartoon or animated series as it carries the effect over with it.

Composition - The way things are laid out and put together within a video game.
    This must be well thought out and easy for everyone to understand and work with while still having detailed explanations.

Typography - The fonts used and the way they are laid out.
    When choosing a font you must think out how it would look with the colour usage as well. A bad font could make the game unplayable if you cannot read it.

Technical considerations - File Extensions are shown with a few letters at the ending of the file name e.g. .docx is a Word Document.
    You must choose file extensions that are widely chosen and easily transferrable to make the process of developing quicker.
    Compression of a file is when the original size is reduced to save disk space and make it more transferrable. This can be also known as 'file zipping'. When compressing it can take up anywhere from 50% - 90% less space.
    Lossy Compression results in reduced quality and loss of data in the file. This is typically used in image files but also audio files. Parts that are lost show up as pixelation or jagged edges that are non anti-aliased. Lossless Compression reduces file size well but does not lose quality as it rewrites the original data in a better way. However they tend to use more data than lossy compression. Uncompressed files are the original files.
    Optimizing updates, rewrites or rearranges something to make it better.
    This would make a game gain and improve efficiency, use less power or space as well as many other things.
    Storage of Assets is how you decide to store things like graphics and text styles. Hopefully in a way that means others can access it easier.
    This again makes file transfers quicker and more efficient. This ranges of file size, file-naming conventions and asset management

All explained in clearer detail in these blogposts:
http://sarahsgamesdesign.blogspot.co.uk/2016/09/unit-78-digital-graphics-for-computer.html
http://sarahsgamesdesign.blogspot.co.uk/2016/10/unit-78-part-4-digital-graphics-for.html


Mood Board:

China -


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