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Art and Sound Design
GAME DESIGN
used as reference for the artists and animators
• 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
MOOD
mood in the game reinforced by the visual design
mood should match the design otherwise the player disbelief is broken
Palette
style guide must include palettes
for the major areas of the game
and colors that should be used
for achieving the particular mood
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
Environments
and Objects
• each major environment must
by described in the ASG
• reference images, sketches
must be included
• landmarks, points of interest
• objects shown from different
angles
• world coordinate system -used
by all artists in the project
SAMPLE SCENES
should be modeled, textured and rendered;
used for indication of the target resolution,
quality, style
sample scenes are the benchmarks and must be
as accurate as possible
Icons
for the user interface
ASG must describe their look,
size, position
icons look must be consistent
with the overall visual style of the
game
Menus
• ASG includes the look of the
menus
• provide info about transitions
and animation
• Visual Asset List and
Dependencies
• target resolution(s) indicated
• explanation where each asset
will be used along with
interdependencies
• real objects or characters:
noted and legal clearance
must be obtained
Art Production
Pipeline
STAGES
ArtProductionSTAGES
description
detailed art description
all of the arts elements need for the game must be described
the art must fit the game needs
concept drawing
storyboard
placeholder art (no texture) for complex objects, until the final art work is
created
modeling - 3D models around the concept drawings
animation rigging
texturing 256X256
mipmaps - lower resolution version of a texture
baked lighting - for a fixed object that does not move: the lights and the
shadows are drawn into the texture - save time for shadow and lights
calculations in gameplay
ArtProductionSTAGES
shading
flat - objects with no texture, only color
bump mapping - texture maps
normal mapping
cel shading
lighting
directional
omni/point
spot
ArtProductionSTAGES
animation
motion
idle motion
signature moves
effects
Video
Resolution and
Aspect Ratio
• resolution: horizontal px
/vertical px
• aspect ratio: w/h
• high definition: 16:9; 1080p:
1920X1080 (can be supported
by 17" screen monitor);
PlayStation 3, XBox 360:
1920X1080
• storyboard must consider the
aspect ratio
• camera placement,
environmental layout should
take under account the aspect
ratio and the resolution
SAFE AREA
the area of the screen that can be seen on all newer flat panel and
LCD TVs user interface and text must be place into the safe area
Sound Design
Document
music style in a game, parts of the game
with music: determine by the sound
designer
SOUND
• Sound Effects
• Soundtrack
• Adaptive Audio
changes in response to player
actions
• Voiceover
T H E E N D
Chapter five

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USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...
 

Video Game Design: Art & Sound

  • 1. Art and Sound Design GAME DESIGN
  • 2. used as reference for the artists and animators
  • 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. MOOD mood in the game reinforced by the visual design mood should match the design otherwise the player disbelief is broken
  • 5. Palette style guide must include palettes for the major areas of the game and colors that should be used for achieving the particular mood
  • 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. Environments and Objects • each major environment must by described in the ASG • reference images, sketches must be included • landmarks, points of interest • objects shown from different angles • world coordinate system -used by all artists in the project
  • 8. SAMPLE SCENES should be modeled, textured and rendered; used for indication of the target resolution, quality, style sample scenes are the benchmarks and must be as accurate as possible
  • 9. Icons for the user interface ASG must describe their look, size, position icons look must be consistent with the overall visual style of the game
  • 10. Menus • ASG includes the look of the menus • provide info about transitions and animation • Visual Asset List and Dependencies • target resolution(s) indicated • explanation where each asset will be used along with interdependencies • real objects or characters: noted and legal clearance must be obtained
  • 12. ArtProductionSTAGES description detailed art description all of the arts elements need for the game must be described the art must fit the game needs concept drawing storyboard placeholder art (no texture) for complex objects, until the final art work is created modeling - 3D models around the concept drawings animation rigging texturing 256X256 mipmaps - lower resolution version of a texture baked lighting - for a fixed object that does not move: the lights and the shadows are drawn into the texture - save time for shadow and lights calculations in gameplay
  • 13. ArtProductionSTAGES shading flat - objects with no texture, only color bump mapping - texture maps normal mapping cel shading lighting directional omni/point spot
  • 15. Video Resolution and Aspect Ratio • resolution: horizontal px /vertical px • aspect ratio: w/h • high definition: 16:9; 1080p: 1920X1080 (can be supported by 17" screen monitor); PlayStation 3, XBox 360: 1920X1080 • storyboard must consider the aspect ratio • camera placement, environmental layout should take under account the aspect ratio and the resolution
  • 16. SAFE AREA the area of the screen that can be seen on all newer flat panel and LCD TVs user interface and text must be place into the safe area
  • 17. Sound Design Document music style in a game, parts of the game with music: determine by the sound designer
  • 18. SOUND • Sound Effects • Soundtrack • Adaptive Audio changes in response to player actions • Voiceover
  • 19. T H E E N D Chapter five