程序代写案例-FIT1046

FIT1046 - Interactive Media Foundations
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Drawing tablet demo
• Devices types
• Basic use
• Workflow
Assignment 2
• Brief overview
• Requirements and limitations
• Repeated elements
• Silhouette style

A drawing tablet (or
graphics tablet) is a
device that allows us to
draw free-form lines
straight into digital
editing programs like
Photoshop.
The main merits of using
a tablet
• Stroke control
• Pen pressure.
#Wacom Intuos Wacom Intuos Pro Wacom Cintiq
iPad with Apple Pencil Microsoft Surface Pro Microsoft Surface Studio


Design 2 layered scenes as concepts for 2D game
backgrounds.
Each scene demonstrates a different design style
using a variety of Photoshop techniques.
• Scene 1 implements repeated elements
• Scene 2 implements illusion of depth
Let's take a look at the brief and some examples…
Focus on backgrounds and level design only - not game interface designs!
No interface overlays, text,
game navigation, collectible
power-ups, point counters
should be included.
A player/enemy character is
allowed but should not be your
priority.
Focus on scene composition.
Landscape scenes must be 2000 x 1000 pixels in size. This orientation is perfect
when you want to imply that the player progresses horizontally though a level.
Commonly used in console and mobile games for side-scrolling platformers.
Landscape
2000 x 1000
Portrait scenes must be 1000 x 2000 pixels in size. This orientation is used
almost exclusively for mobile games (vertical scrolling or taller scene designs).
Portrait
1000 x 2000
Your game scenes should depict 2D side-on or top-down perspectives only.
The following presentation styles are NOT acceptable in this assignment:
First-person perspective Third-person perspective Oblique perspective Isometric perspective
For your first scene composition:
• Design a set of reusable objects
using graphic design elements
• Create a background design in
which objects can be placed
• Use smart objects to repeat
instances of the objects to construct
a scene
Sprites and tiles allow
game scenes and levels
to be created in a
modular way.
This not only saves
time when designing
game levels - it creates
a unique "video game"
aesthetic that is easy
to recognise.
https://thorbjorn.itch.io/tiled/devlog/4790/stardew-valley-modding-update-and-other-stuff
For your second scene composition:
• Create a scene using layers of
silhouette-styled scene elements.
• To emphasise the silhouette style,
use a monotone or duotone colour
scheme only
• Apply effects that create
atmosphere and depth-of-field
effects in the scene
2-dimensional flat
elements take less time
to produce and allow
the imagination to play a
role in forming a scene.
Flat-styled artwork
saves time when
creating individual
elements of a scene,
but also creates a
unique aesthetic.
Start paying close attention to how game visuals and scenes are designed.
Research a wide variety of games
• Game distributors: Steam, Origin, GOG
• Mobile app stores: App Store, Google Play
• Independent games: Itch.io, Armor Games, Newgrounds
Remember: while many popular games adopt similar visual styles, gameplay
styles are not inherently restricted to specific graphic design styles.
Night in the Woods
Tengami
Gris
Don’t Starve
• Designing scenes for games
• Repeating elements
• Illusion of depth
Week 6 reminders
• Start brainstorming ideas for Assignment 2

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