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Name: Yaqub Nur
School: Haverstock School
Date of Submission:
Introduction
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
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This Presentation will be about Describing what Graphical Style is and also
illustrate what Colour Theory is as well and the four examples of Graphical
Styles.
Additionally I will be talking about Cell shading, Abstract, Photorealism and
Exaggeration.
Furthermore I will be expressing what each of these examples mean and what
they are linked to.
I will also be talking about Colour theory and how it relates to Graphical Styles
in Games.
Also I will be explaining each colour theory examples and how they are related
to Graphical styles in Games.
Graphical Style
 Graphical Style is is a set of reusable appearance attributes. Graphic styles allow you to
quickly change the look of an object; for example, you can change its fill and stroke color.
 Also Graphical Styles You can apply graphic styles to objects, groups, and layers. When you
apply a graphic style to a group or layer, every object in the group or layer takes on the
attributes of the graphic style.
 If you apply the graphic style to a layer, all objects in or added to that layer will appear 50%
opaque. However, if you move an object out of the layer.
 Graphic Styles allow you to save a collection of effects as a Style so it can be used over and
over again.
Photorealism- Example of Graphical Style
 Photorealism is the genre of painting based on using cameras and photographs to gather visual
information and then from this creating a painting that appears to be photographic.
 Games which are used in Photorealism are Borderlands 2, Spec Ops: The Line and Mass Effect
 Borderlands 2 is used in Photorealism because they are randomly generated loot, such as weapons
and shields; and character-building elements commonly found in role-playing video game is in the
game.
 Also Borderlands 2 is 2 is an action role-playing first-person shooter video game.
 Spec Ops: The Line is a 2012 third-person shooter video game.
 It also show that Spec Ops: The Line is a third-person shooter with emphasis on cover and
elements of squad-based tactics.
 This shows that its photorealism because Various new weapons and equipment become available
as play progresses, some dropped by downed enemies. These include several different rifles,
handguns, and machine guns.

This image represents Photorealism.
Cel Shading- Examples of Graphical Style
 Cel shading is a type of non-photorealistic rendering designed to make 3-D
computer graphics appear to be flat.
 Cel-shading is often used to mimic the style of a comic book or cartoon.
 The cel-shading process starts with a typical 3D model.
 Cel-shading in interactive media got its start with Jet Set Radio in 2000.
 Examples of Cel Shading video games is Bastion, Crackdown and The Darkness II.
 These are examples of cel shading because The back faces are drawn with thick
lines and that The object is drawn with a basic texture and it also includes
Shading.

Another outlining technique is to use 2D image-processing.
First, the scene is rendered (with cel-shading) to a screensized color texture:
Then, the scene's depth and world-space surface normal
information are rendered to screen-sized textures:
Abstraction
 Abstract art styling in games could be defined as the opposite to photo realism, the
style doesn't strive to resemble realism in anyway and often has features that are
very unrealistic and may look different in the different perspectives of different
people seeing them
 The style usually makes use of a lot of shapes and lines that don't really resemble
any actually objects in real life
 Abstract is not just another name for cartoony or cel-shading it is just like other
abstract art forms which is it does not resemble any sought reality but gives of an
image using random shapes and colours to get the desired effect
 The Unfinished Swan would not be able to work with any other art style because
this gives the game its main mechanic which is the key element to this game which
is exploration.
Exaggeration
 Exaggeration is a very sought of playful art style that is used in various games. The art
style concentrates on using very over the top graphics that can really make the game
seem like it its not meant to be taken very serious.
 Wario Ware is probably the best example of this using an exaggerated art style that
really compliments its exaggerated gameplay. Anime is also a widely used art style that
is considered exaggerated because of the proportions of things can be much
exaggerated.
 The exaggeration art style might have started at attempting to look photo realistic, but
as the art style has developed, character's features have become more over dramatic
or exaggerated when some audiences favoured the style.
Color Theory
 Color theory is a body of practical guidance to color mixing and the visual effects
of specific color combination.
 There are also definitions (or categories) of colors based on the color wheel:
primary color, secondary color and tertiary color.
 Primary Color are sets of colors that can be combined to make a useful range of
colors.
 Secondary Colors is a color made by mixing two primary colors in a given color
space.
 Tertiary Colors is a color made by mixing either one primary color with one
secondary color, or two secondary colors, in a given color space such as RGB.
 When most color effects are due to contrasts on three relative attributes that
define all colours:
 Lightness (light vs. dark, or white vs. black),
 Saturation (intense vs. dull), and
 Hue (e.g., red, orange, yellow, green, blue or purple).
Complementary colors

 Complementary colors are pairs of colors which, when combined in the right
proportions, produce white or black.
 When placed next to each other, they create the strongest contrast and reinforce
each other.
 The pairs of complementary colors vary depending upon the color model, and
how the color is made.
 RGB color model, used to make colors on computer and television displays, red,
green and blue light are combined at various Power to make all the other colors.
 The complementary pairs are red–cyan, green–magenta, and blue–yellow.

This image shows the colours of Secondary and
Primary and Tertiary Colors which are
Complementary Colors
Cool Colors
 A cool color is one that gives a feeling of calm and creates a calming
impression.
 These colors are not only comforting but they are also nurturing. Blue,
green, white, silver and grey are all cool colors.
 The Cool colors associated with a gray or overcast day.
 Cool colors are often said to be the hues from blue green through blue
violet, most greys included.

This is a image of Warm
colours and Cool colours . It
also defines what colours are
warm and cool.
Warm colors
 Warm colors are colors whose relative visual temperature makes them
seem warm. They are based on the red, orange, and yellow and tend to
suggest a sense of sunlight and warmth. The positive attributes of these
colors include love, passion, heat, joy, and power.
 Warm colors are often said to be hues from red through yellow, browns and
tans.
 Warm colors are said to advance or appear more active in a painting.
 Warm colors are said to arouse or stimulate the viewer.

This image shows Warm Colors and Cool
Colors. The Warm Colors are on the
right and the Cool Colors(Cold) is on the
left side
Tints and shades
 In color theory, A Tint is the mixture of a color with white, which increases
Lightness
 A Shade is the mixture of a color with black, which reduces Lightness
 A Tone is produced either by mixing with grey, or by both tinting and shading
 Mixing a color with any neutral color, including black and white, reduces the
chroma, or colorfulness, while the hue remains unchanged.
An extension of the color wheel: the color
sphere. Colours nearest the centre or the
poles are most achromatic. Colours of the
same lightness and saturation are of the
same nuance. Colours of the same hue and
saturation, but of different lightness, are
said to be tints and shades. Colours of the
same hue and lightness, but of varying
saturation, are called tones.

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Graphical Styles and Color Theory in Games

  • 1. Name: Yaqub Nur School: Haverstock School Date of Submission:
  • 2. Introduction      This Presentation will be about Describing what Graphical Style is and also illustrate what Colour Theory is as well and the four examples of Graphical Styles. Additionally I will be talking about Cell shading, Abstract, Photorealism and Exaggeration. Furthermore I will be expressing what each of these examples mean and what they are linked to. I will also be talking about Colour theory and how it relates to Graphical Styles in Games. Also I will be explaining each colour theory examples and how they are related to Graphical styles in Games.
  • 3. Graphical Style  Graphical Style is is a set of reusable appearance attributes. Graphic styles allow you to quickly change the look of an object; for example, you can change its fill and stroke color.  Also Graphical Styles You can apply graphic styles to objects, groups, and layers. When you apply a graphic style to a group or layer, every object in the group or layer takes on the attributes of the graphic style.  If you apply the graphic style to a layer, all objects in or added to that layer will appear 50% opaque. However, if you move an object out of the layer.  Graphic Styles allow you to save a collection of effects as a Style so it can be used over and over again.
  • 4. Photorealism- Example of Graphical Style  Photorealism is the genre of painting based on using cameras and photographs to gather visual information and then from this creating a painting that appears to be photographic.  Games which are used in Photorealism are Borderlands 2, Spec Ops: The Line and Mass Effect  Borderlands 2 is used in Photorealism because they are randomly generated loot, such as weapons and shields; and character-building elements commonly found in role-playing video game is in the game.  Also Borderlands 2 is 2 is an action role-playing first-person shooter video game.  Spec Ops: The Line is a 2012 third-person shooter video game.  It also show that Spec Ops: The Line is a third-person shooter with emphasis on cover and elements of squad-based tactics.  This shows that its photorealism because Various new weapons and equipment become available as play progresses, some dropped by downed enemies. These include several different rifles, handguns, and machine guns. This image represents Photorealism.
  • 5. Cel Shading- Examples of Graphical Style  Cel shading is a type of non-photorealistic rendering designed to make 3-D computer graphics appear to be flat.  Cel-shading is often used to mimic the style of a comic book or cartoon.  The cel-shading process starts with a typical 3D model.  Cel-shading in interactive media got its start with Jet Set Radio in 2000.  Examples of Cel Shading video games is Bastion, Crackdown and The Darkness II.  These are examples of cel shading because The back faces are drawn with thick lines and that The object is drawn with a basic texture and it also includes Shading. Another outlining technique is to use 2D image-processing. First, the scene is rendered (with cel-shading) to a screensized color texture: Then, the scene's depth and world-space surface normal information are rendered to screen-sized textures:
  • 6. Abstraction  Abstract art styling in games could be defined as the opposite to photo realism, the style doesn't strive to resemble realism in anyway and often has features that are very unrealistic and may look different in the different perspectives of different people seeing them  The style usually makes use of a lot of shapes and lines that don't really resemble any actually objects in real life  Abstract is not just another name for cartoony or cel-shading it is just like other abstract art forms which is it does not resemble any sought reality but gives of an image using random shapes and colours to get the desired effect  The Unfinished Swan would not be able to work with any other art style because this gives the game its main mechanic which is the key element to this game which is exploration.
  • 7. Exaggeration  Exaggeration is a very sought of playful art style that is used in various games. The art style concentrates on using very over the top graphics that can really make the game seem like it its not meant to be taken very serious.  Wario Ware is probably the best example of this using an exaggerated art style that really compliments its exaggerated gameplay. Anime is also a widely used art style that is considered exaggerated because of the proportions of things can be much exaggerated.  The exaggeration art style might have started at attempting to look photo realistic, but as the art style has developed, character's features have become more over dramatic or exaggerated when some audiences favoured the style.
  • 8. Color Theory  Color theory is a body of practical guidance to color mixing and the visual effects of specific color combination.  There are also definitions (or categories) of colors based on the color wheel: primary color, secondary color and tertiary color.  Primary Color are sets of colors that can be combined to make a useful range of colors.  Secondary Colors is a color made by mixing two primary colors in a given color space.  Tertiary Colors is a color made by mixing either one primary color with one secondary color, or two secondary colors, in a given color space such as RGB.  When most color effects are due to contrasts on three relative attributes that define all colours:  Lightness (light vs. dark, or white vs. black),  Saturation (intense vs. dull), and  Hue (e.g., red, orange, yellow, green, blue or purple).
  • 9. Complementary colors  Complementary colors are pairs of colors which, when combined in the right proportions, produce white or black.  When placed next to each other, they create the strongest contrast and reinforce each other.  The pairs of complementary colors vary depending upon the color model, and how the color is made.  RGB color model, used to make colors on computer and television displays, red, green and blue light are combined at various Power to make all the other colors.  The complementary pairs are red–cyan, green–magenta, and blue–yellow. This image shows the colours of Secondary and Primary and Tertiary Colors which are Complementary Colors
  • 10. Cool Colors  A cool color is one that gives a feeling of calm and creates a calming impression.  These colors are not only comforting but they are also nurturing. Blue, green, white, silver and grey are all cool colors.  The Cool colors associated with a gray or overcast day.  Cool colors are often said to be the hues from blue green through blue violet, most greys included. This is a image of Warm colours and Cool colours . It also defines what colours are warm and cool.
  • 11. Warm colors  Warm colors are colors whose relative visual temperature makes them seem warm. They are based on the red, orange, and yellow and tend to suggest a sense of sunlight and warmth. The positive attributes of these colors include love, passion, heat, joy, and power.  Warm colors are often said to be hues from red through yellow, browns and tans.  Warm colors are said to advance or appear more active in a painting.  Warm colors are said to arouse or stimulate the viewer. This image shows Warm Colors and Cool Colors. The Warm Colors are on the right and the Cool Colors(Cold) is on the left side
  • 12. Tints and shades  In color theory, A Tint is the mixture of a color with white, which increases Lightness  A Shade is the mixture of a color with black, which reduces Lightness  A Tone is produced either by mixing with grey, or by both tinting and shading  Mixing a color with any neutral color, including black and white, reduces the chroma, or colorfulness, while the hue remains unchanged. An extension of the color wheel: the color sphere. Colours nearest the centre or the poles are most achromatic. Colours of the same lightness and saturation are of the same nuance. Colours of the same hue and saturation, but of different lightness, are said to be tints and shades. Colours of the same hue and lightness, but of varying saturation, are called tones.