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Unit 15 OCR Nationals – LEVEL 3<br />Kick Start<br />
OK, you asked for it<br />Remember there are NO Model Assignments for the Option Units, so I am winging it. For this Unit,...
Scenario<br />A local graphics company has been ‘dabbling’ in online graphics. They would like to develop a character and ...
AO1: Analyse the principle components of game art<br />O what a tough AO! You need to study the following, and see if you ...
AO1 Hints<br />Be very clear in your mind about what you’re looking for.<br />This could be a presentation or written repo...
AO1 grade guides<br />For Pass – and therefore all the others:<br />provide a brief description of game art components, co...
AO1 grade guides<br />For Merit:<br />provide a detailed analysis of game art components, covering<br />environments, <br ...
AO1 grade guides<br />For Distinction:<br />provide a comprehensive analysis of game art components, covering <br />enviro...
AO2: Produce concept art for a game project<br />Time for the pen and paper approach!<br />What would the character look l...
AO2 Hints<br />The key to this one is time, time, time. Look at the AO grade guide and you’ll see that you need to show an...
AO2 grade guides<br />For Pass – and therefore all the others:<br />create simple concept art for most of the game aspects...
AO2 grade guides<br />For Merit:<br />achieve a good standard of concept art that will effectively communicate most of the...
AO2 grade guides<br />For Distinction:<br />Candidates demonstrate an extensive understanding of all elements of game art ...
AO3: Summarisethe principles of animationas applied to computer games<br />Now we’re onto the serious stuff – real nuts an...
AO3: hints<br />Some of this you have already encountered, on a basic scale<br />Tweening; <br />frame-by-frame<br />Layer...
AO3 grade guides<br />For Pass – and therefore all the others:<br />demonstrate a basic knowledge of animation, both in ge...
AO3 grade guides<br />For Merit:<br />demonstrate a detailed knowledge of animation, both in general and as specifically a...
AO3 grade guides<br />For Distinction:<br />demonstrate a comprehensive knowledge of animation, both in general and as spe...
AO4: Recognisethe technical constraints associated with the creation of game art<br />What are the current limits? What ca...
AO4: hints<br />Yup this is the sticky bit. You get that fantastic design, and then the software isn’t up for it. Allegedl...
AO4 grade guides<br />For Pass – and therefore all the others:<br />demonstrate a general awareness of the technical const...
AO4 grade guides<br />For Merit:<br />demonstrate a detailed awareness of the technical constraints of computer games art ...
AO4 grade guides<br />For Distinction:<br />demonstrate a comprehensive awareness of the technical constraints of computer...
AO5: Create a simple 3D game level<br />Your character needs a context. But this is NOT just playing on an art prog – look...
AO5 grade guides<br />For Pass – and therefore all the others:<br />conceive and create a very simple game level using rud...
AO5 grade guides<br />For Distinction<br />excel in the creation of a 3D game level,  demonstrated through a highly detail...
AO6: Create and animate asimple game character - I<br />And this is the whole 9 yards...<br />Game character:<br />example...
AO6: Create and animate asimple game character - II<br />And this is the whole 9 yards...<br />Modelling and animating a g...
AO6: hints<br />Just like in the animation DVD extras, you now have to create a character that walks, maybe nods, smiles p...
AO6 grade guides<br />For Pass – and therefore all the others:<br />achieve a basic standard of character design.<br />con...
AO6 grade guides<br />For Merit<br />achieve a good standard of character design, both in conception and execution.<br />m...
AO6 grade guides<br />For Distinction<br />achieve a fully realised3D game character of a high standard, with animations i...
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U15 kickstart

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Launch pad for one of the more challenging Options Units - U15 on computer game art and animation

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Transcript of "U15 kickstart"

  1. 1. Unit 15 OCR Nationals – LEVEL 3<br />Kick Start<br />
  2. 2. OK, you asked for it<br />Remember there are NO Model Assignments for the Option Units, so I am winging it. For this Unit, however, I am also relying a little on the new textbook from PG, so we’ll see how that goes.<br />
  3. 3. Scenario<br />A local graphics company has been ‘dabbling’ in online graphics. They would like to develop a character and platform for a game that they can refine and develop as the technology progresses.<br />Unfortunately, since their experience only extends to playing The Sims and Space Invaders (and watching Tron) they’re not too sure what they’d be getting themselves into...<br />
  4. 4. AO1: Analyse the principle components of game art<br />O what a tough AO! You need to study the following, and see if you can come to conclusions about the principle components of game art:<br />environments<br />characters<br />objects, including vehicles and weapons<br />interface graphics<br />basic texturing<br />lighting<br />rendering<br />
  5. 5. AO1 Hints<br />Be very clear in your mind about what you’re looking for.<br />This could be a presentation or written report<br />MUST analyse the types of elements shown in a chosen genre/platform...<br />
  6. 6. AO1 grade guides<br />For Pass – and therefore all the others:<br />provide a brief description of game art components, covering <br />environments, <br />characters,<br />objects and <br />interface graphics.<br />They use examples from existing games, these may be limited.<br />
  7. 7. AO1 grade guides<br />For Merit:<br />provide a detailed analysis of game art components, covering<br />environments, <br />characters, <br />objects and<br />Interface graphics.<br />They use a range of suitable examples from existing games.<br />
  8. 8. AO1 grade guides<br />For Distinction:<br />provide a comprehensive analysis of game art components, covering <br />environments, <br />characters,<br />objects and <br />interface graphics.<br />They use a wide range of suitable examples from existing games.<br />
  9. 9. AO2: Produce concept art for a game project<br />Time for the pen and paper approach!<br />What would the character look like? Come up with some drafts first – for example, look at how Woody in Toy Story changed (watch the extras on the DVD!)<br />Make sure your character in final draft is appropriate for their context, and for the tools you have for their creation!<br />
  10. 10. AO2 Hints<br />The key to this one is time, time, time. Look at the AO grade guide and you’ll see that you need to show an awareness of the elements of game art in your character: this is gonna take some drafting and a clear idea in your head.<br />
  11. 11. AO2 grade guides<br />For Pass – and therefore all the others:<br />create simple concept art for most of the game aspects, although you may not have achieved these to any degree of artistic merit.<br />The concept art produced may not be appropriate.<br />
  12. 12. AO2 grade guides<br />For Merit:<br />achieve a good standard of concept art that will effectively communicate most of the elements of game art and how it is created.<br />The concept art produced is appropriate.<br />
  13. 13. AO2 grade guides<br />For Distinction:<br />Candidates demonstrate an extensive understanding of all elements of game art and how it is created<br />They have an original approach to the creation of concept art that is executed to a near professional standard.<br />All the concept art produced is appropriate and effective<br />
  14. 14. AO3: Summarisethe principles of animationas applied to computer games<br />Now we’re onto the serious stuff – real nuts and bolts.<br />You have to research and compile a study of principles of animation:<br />Key frames and between frames (tweening)<br />Loops and cycles<br />Different animation techniques:<br />vertex animation<br />cluster based<br />bones driven<br />morphs and morph targets<br />others<br />Character animation: bones-based and body parts<br />
  15. 15. AO3: hints<br />Some of this you have already encountered, on a basic scale<br />Tweening; <br />frame-by-frame<br />Layers<br />The rest is going to take some research. Start with workable definitions, and then check out the examples. Once you’ve seen them you are more likely to understand how they operate<br />
  16. 16. AO3 grade guides<br />For Pass – and therefore all the others:<br />demonstrate a basic knowledge of animation, both in general and as specifically applied to computer games.<br />use examples to illustrate this, these may be limited.<br />
  17. 17. AO3 grade guides<br />For Merit:<br />demonstrate a detailed knowledge of animation, both in general and as specifically applied to computer games.<br />analyseexisting animation examples<br />
  18. 18. AO3 grade guides<br />For Distinction:<br />demonstrate a comprehensive knowledge of animation, both in general and as specifically applied to computer games.<br />analysea wide range of existing animation examples.<br />show an in-depth understanding of relevant techniques and concepts.<br />
  19. 19. AO4: Recognisethe technical constraints associated with the creation of game art<br />What are the current limits? What can we ‘not yet’ achieve?<br />Realtime3D rendering<br />Polygon counts and texture sizes<br />Comparisons between different engines and platforms<br />
  20. 20. AO4: hints<br />Yup this is the sticky bit. You get that fantastic design, and then the software isn’t up for it. Allegedly this is the reason we were spared the wonder of that wretched Binks character in the second batch of Star Wars films...<br />You need to look for a number of elements in this AO that limit the extent to which imagination becomes animation...<br />
  21. 21. AO4 grade guides<br />For Pass – and therefore all the others:<br />demonstrate a general awareness of the technical constraints of computer games art and animation.<br />understand in principle how to create optimisedart and animation assets.<br />
  22. 22. AO4 grade guides<br />For Merit:<br />demonstrate a detailed awareness of the technical constraints of computer games art and animation.<br />understand how to create optimisedand efficient art and animation assets.<br />understand some of the technical requirements of various platforms.<br />
  23. 23. AO4 grade guides<br />For Distinction:<br />demonstrate a comprehensive awareness of the technical constraints of computer games art and animation.<br />demonstrate the ability to create optimisedand efficient art and animation assets.<br />fully understand and explain the main technical requirements of various platforms.<br />
  24. 24. AO5: Create a simple 3D game level<br />Your character needs a context. But this is NOT just playing on an art prog – look:<br />Use examples from existing games to understand the concept of game level<br />Simple game level sketch:<br />draw a plan view or map<br />use image or photographic reference if appropriate<br />Simple level model using 3D package:<br />create floor area, terrain, track or course<br />add features and/or simple buildings using box modellingand texturing<br />
  25. 25. AO5 grade guides<br />For Pass – and therefore all the others:<br />conceive and create a very simple game level using rudimentary objects and textures.<br />The game level may not work as intended.<br />For Merit<br />create a 3D game level using properly modelled surfaces and textured objects.<br />The game level is based on a coherent and well planned structure and map design.<br />There is some evidence of original and creative design.<br />
  26. 26. AO5 grade guides<br />For Distinction<br />excel in the creation of a 3D game level, demonstrated through a highly detailed level design map and executed using fully modelledand textured terrain.<br />include other appropriate elements plus additional objects and details which may well be derived from your own investigations and research into level creation through analysis of existing titles and resources.<br />
  27. 27. AO6: Create and animate asimple game character - I<br />And this is the whole 9 yards...<br />Game character:<br />examples from existing games<br />appearance, styling, moves and behaviours<br />Reference material:<br />character image reference<br />photos<br />cartoon and graphical characters<br />Game character - initial techniques:<br />sketching<br />marquettemodelling<br />modellingreference: front and side views<br />
  28. 28. AO6: Create and animate asimple game character - II<br />And this is the whole 9 yards...<br />Modelling and animating a game character:<br />torso, limbs and head<br />bones, joints and skin<br />creating a simple walk cycle<br />basic character controls<br />
  29. 29. AO6: hints<br />Just like in the animation DVD extras, you now have to create a character that walks, maybe nods, smiles perhaps... Basically is ANIMATED<br />Watch for colour changes for 3D in shadows and movement.<br />Spend more time on faces since these are the first things people notice<br />
  30. 30. AO6 grade guides<br />For Pass – and therefore all the others:<br />achieve a basic standard of character design.<br />conceive and create a simple game character.<br />produce artwork and animation and demonstrate some knowledge of techniques and concepts of computer game animation.<br />
  31. 31. AO6 grade guides<br />For Merit<br />achieve a good standard of character design, both in conception and execution.<br />model a simple game character with at least one animation cycle.<br />produce artwork, modellingand animation competently and demonstrate good knowledge of techniques and concepts of computer game animation.<br />There is some evidence of original and creative design.<br />
  32. 32. AO6 grade guides<br />For Distinction<br />achieve a fully realised3D game character of a high standard, with animations incorporated.<br />model a simple game character with at least two different animation cycles.<br />produce artwork, modelling and animation to a high standard in both 2D and 3D.<br />show a high level of aesthetic and creative flair in character creation and animation<br />The work is completed to a near professional standard, with original ideas and designs fully executed with pleasing aesthetic qualities and evidence of technical prowess.<br />
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