Video Game Design: Art & Sound


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Game development, the use of Art and Sound in the creation of Video Games. A powerpoint presentation

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Video Game Design: Art & Sound

  1. 1. Art and Sound DesignGAME DESIGN
  2. 2. used as reference for the artists and animators
  3. 3. • describes the artistic approach•• identifies the key art assets• establishes standards for art development• communicates with the team• created by the art director• less words/more images
  4. 4. MOODmood in the game reinforced by the visual designmood should match the design otherwise the player disbelief is broken
  5. 5. Palettestyle guide must include palettesfor the major areas of the gameand colors that should be usedfor achieving the particular mood
  6. 6. Characters• concept drawings for the major characters (PC and NPC)• clothing options• multiple views, color options• character based on a real actor, reference photographs included• textures
  7. 7. Environmentsand Objects• each major environment mustby described in the ASG• reference images, sketchesmust be included• landmarks, points of interest• objects shown from differentangles• world coordinate system -usedby all artists in the project
  8. 8. SAMPLE SCENESshould be modeled, textured and rendered;used for indication of the target resolution,quality, stylesample scenes are the benchmarks and must beas accurate as possible
  9. 9. Iconsfor the user interfaceASG must describe their look,size, positionicons look must be consistentwith the overall visual style of thegame
  10. 10. Menus• ASG includes the look of themenus• provide info about transitionsand animation• Visual Asset List andDependencies• target resolution(s) indicated• explanation where each assetwill be used along withinterdependencies• real objects or characters:noted and legal clearancemust be obtained
  11. 11. Art ProductionPipelineSTAGES
  12. 12. ArtProductionSTAGESdescriptiondetailed art descriptionall of the arts elements need for the game must be describedthe art must fit the game needsconcept drawingstoryboardplaceholder art (no texture) for complex objects, until the final art work iscreatedmodeling - 3D models around the concept drawingsanimation riggingtexturing 256X256mipmaps - lower resolution version of a texturebaked lighting - for a fixed object that does not move: the lights and theshadows are drawn into the texture - save time for shadow and lightscalculations in gameplay
  13. 13. ArtProductionSTAGESshadingflat - objects with no texture, only colorbump mapping - texture mapsnormal mappingcel shadinglightingdirectionalomni/pointspot
  14. 14. ArtProductionSTAGESanimationmotionidle motionsignature moveseffects
  15. 15. VideoResolution andAspect Ratio• resolution: horizontal px/vertical px• aspect ratio: w/h• high definition: 16:9; 1080p:1920X1080 (can be supportedby 17" screen monitor);PlayStation 3, XBox 360:1920X1080• storyboard must consider theaspect ratio• camera placement,environmental layout shouldtake under account the aspectratio and the resolution
  16. 16. SAFE AREAthe area of the screen that can be seen on all newer flat panel andLCD TVs user interface and text must be place into the safe area
  17. 17. Sound DesignDocumentmusic style in a game, parts of the gamewith music: determine by the sounddesigner
  18. 18. SOUND• Sound Effects• Soundtrack• Adaptive Audiochanges in response to playeractions• Voiceover
  19. 19. T H E E N DChapter five