FIT1046 - Interactive Media Foundations Commonwealth of Australia Copyright Act 1968 Warning This material has been reproduced and communicated to you by or on behalf of Monash University in accordance with section 113P of the Copyright Act 1968 (the Act). The material in this communication may be subject to copyright under the Act. Any further reproduction or communication of this material by you may be the subject of copyright protection under the Act. 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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