Wednesday, 19 September 2012

Asset Management & Storage


 Asset management

Strategy - What will the files be named?
                  Where will they be saved?
                  How will they be backed up?

consists of management tasks and decisions surrounding the ingestion, annotation, cataloging, storage, retrieval and distribution of digital assets


Asset storage

Location

Backups - offsite if possible

Compression, Image capture & optimization



  Compression
  
Compression is the reduction in size of data in order to save space.
Graphic image file formats are usually designed to compress information wherever possible (since they have the tendency to be quite large). Graphic image compression can be either lossy (some information is permanently lost) or lossless(all information can be restored).

Photo1 - High Resolution - 504kb
 Lossy - "lossy" compression is a data encoding method that compresses data by discarding some of it. Reduces number of colours within it, reducing the file size.

 Lossless -Lossless data compression is a class of data compression algorithms that allows the exact original data to be reconstructed from the compressed data. The term lossless is in contrast to lossy data compression, which only allows an approximation of the original data to be reconstructed, in exchange for better compression rates.




Photo 2 - Compressed image - 33kb

The images of the owl, show the changes that can occur when a file has been compressed. For example: In photo 1, the file size is slightly larger, and therefore contains more information, so the picture is of higher quality, in comparisson to photo 2, which is a much smaller file size, but the picture has become pixelated and less clear, losing some of the image quality from photo 1.







Image Capture

Ways of capturing digital images:

Digital Camera
Scan / photocopy
Phone Camera / uploading
Drawing Tablet
Capture card
Tablet computer (ipad)



 
 
Optimisation

optimise - make optimal; get the most out of; use best; "optimize your resources"

Making sure that within a game, the size of the graphic is as small as it can be, whilst still maintaining the quality needed, and adhering to the 'power of two' rule.

To the power of 2 rule:
A simple set of rules, that apply to all game related images, which makes sure they conform to a series of regular dimensions. This usually means doubling up or dividing down by two. This makes sure the images are proportioned correctly so they can be loaded into a game, and processed as should be.




 
 
 
Good performance is critical to the success of many games, as computers and consoles can only store limited amounts of data the images need to be as small as possible allowing more information to be added, this means that optimised data helps the game maximize its graphical rendering speed therefore optimizing the overall game performance.

Wednesday, 12 September 2012

Pixels, Raster + Vector graphics


 Pixels

- Short for Picture element
- Smallest possible component of a digital image
- Each pixel has positional information and intensity information

Intensity Information - the intensity of the colour within the pixel (RBG or CMYK)

Resolution - Number of pixels within a given area


 
Raster Graphics

Example of enlarging a raster graphic
- Made up of pixels
- Also known as bitmap graphics
- Cannot scale up without loss of quality
- Good for photographs
- Larger file size than a vector graphic
- Used extensivley on the internet











Logo produced using Vector Graphics





Vector Graphics

- Based on instructions
- Smaller file size than Raster
- Made up of curves/vectors
- Used for logos/fonts
- Used for illustration
- No Loss of quality if enlarged, regardless of how big







Vector Vs Raster


Artistic Styles


Artistic Styles used in computer games:
 
 There are a number of artistic styles used in games, stretching from cel-shading styles to photorealism. For the game to suceed, the appropriate style must be employed to try and obtain the most from the game. 
 
 
Cel-Shaded
 
 
Crackdown Xbox360 Gameplay - An example of cel-shading

Cel-shading is a type of non-photorealistic rendering, often used to make computer games appear hand drawn even though they are not. Its frequently utilized to recreate a cartoon or comic like style. The result of cel-shading has a very simplistic feel. The name derives from cels, which are traditionally used for 2d animation. Often cel-shading is used to create a unique artistic style for the game.





Photorealistic
Photorealistic graphics are used in games to try and create an environment that is as realistic as possible, by using textures and detail that would be seen in a real environment. Often characters, buildings and surrounding environments are relatable to the real world, which amplifies the feeling of realisticness for the player.

Red Dead redemption gameplay is a good example of photorealistic graphics, as the environment and characters look almost real. The textures used for the environment are lifelike, and the character has been created to appear as authentic as possible.
These two images show how a realistic feel has been achieved, using similar textures, colours and lighting that we see in reality. The Coliseum generated for the game appears virtually the same as the authentic Coliseum. This is extremely important when creating a game that is centred around existing landmarks and environments.
Real photograph of the Coliseum in Rome
Image From Assassins Creed, of the Coliseum in the game
 










Exaggeration

Exaggeration is something represented excess. Often when exaggeration is used in games, the features of a character or aspects of their environment can be blown out of proportion, either slightley or majorly.

Duke Nukem
Duke Nukem is a good example of exaggeration but to only a small extent, as he is still represented as a realistic  character, but with certain elements such as his muscles made slightley bigger than usual.

Dragon Ball Z
Dragon Ball-Z is an example of exaggeration used to a large degree. The characteristics such as the hair, and overall body proportion have been increased by a large amount, so the character no longer symbolises realism, as these arent believable qualities.















Abstract


Often something abstract has no particular style, purpose or theme, and usually has its own degree of independance. In the gaming industry, an abstract frequently consists of random notions, that cannot be related to the real world, or likened to reality graphically, however this does not mean they can't represent reality in their own specific way.





The impossible Game
The impossible game is an example of an abstract game, as there is no real purpose to the game, and it is just made up of shapes throughout. It cannot be likened to any experience in the real world, despite this it is a very succesful and popular game.























Wednesday, 5 September 2012

Digital Art Types




  Digital Art types


  
Concept art
 Conept art is used to develop characters for a game, environments and items. The reason concept
 art is used is it saves money, by planning and designing it first before it is turned into a final product.
The core purpose of concept art, is to create  visualisations before the production process starts.
  

Assasins creed concept art for weapons
   These examples show some concept art from the Assassins Creed series, displaying the fundamental elements of the item - its texture, colour, shape and purpose.
Concept art can also be used for other purposes - such as marketing, and print media art.


Assasins creed concept art

  

  
Background art
  Backgroung art places images into the background of games to add realism, such as mountains, trees, and the sky. Using background art uses less polygons, by lowering the polygon count it creates available polygons for other uses in the game, such as character development or building detail.
   .
   Background images are usually objects and images that are found in the distance, such as -                 Moutains, trees, water etc..that the player doesnt need to interact with so they can just remain in the background, often these images are repeated.



Assasins Creed - background art
   
These two images show background art being used.
2D images are placed behind the 3D interactable objects in the foreground, creating the illusion of a bigger environment.
  







Skyrim gameplay - example of background art



Texture art
   2D image that is inserted on to a 3D shape, to add colour information and texture to give the desired
   effect. Often textures are used to add a certain amount of realism to a game, by using textures available in the real world, they can be replicated within the game world.


Stone floor texture


   









Assassins creed Image of builing
Stone wall to show texture
These two images show how a texture may have been used to create a building within a game that consists of the same type of textures. Capturing details and shadows from real life.



Pixel art
  Pixel art is a form of low resolution digital art created by Rastergraphics, pixel art is usually found in older computer games, or games wanting to create a retro atmosphere.
Pixel art is preferably stored in a file format utilizing lossless data compression, GIF and PNG are file formats most commonly used for storing pixel art. It uses a low amount of memory, and low resolution, therefore it is popular when creating a game for a device that requires skillful use of space and memory.
Zenonia - Android mobile phone game
Pixel Mario
 
  
 







The two images above show how pixel art has developed, but is still used. The pixel mario is an old game, he looks very simple, with virtually no detail, whereas the game developed for android mobile phones 'Zenonia' is still using pixels, but to a higher quality degree.




Interface art:
   Interface art is usually a 2D image layed over the game, to provide information for the player.
   It is also normally used for any menus or maps in the game.


Assassins Creed User Interface
Assassins Creed Weapons HUD
 
Assassins Creed main menu

        The interface art is often designed to replicate the game as much as possible, for example in Assassins Creed, the HUD is futuristic, this reflects the storyline - The animus is creating a virtual world in which we are playing.

  
 
 
 
 
 
 
 
 
 
 
 
 
Print media art
Anything related to the game, that has been printed, such as game art, manuals, box art and walkthroughs. Print media art is usually use for advertising, marketing and promoting the game. Manuals and instructions are also included in print media art, this provides the player with the information needed to play the game.
 
 
Assassins Creed Game art for advertising
Assassins Creed box art
These images show the print media art for assassins creed. They are visually pleasing, which attracts people to play the game. They also provide a lot of information about the game with just looking at the image. This is important, as it is a point of sale for the product, and has to sell the game.