Monday, 20 September 2010

What is resolution?

Resolution is the term used for how many pixels go into one inch of the image on screen.
The more pixels per inch gives a higher resolution which would then result in better graphics.
The same concept is used with images and photos, the more pixels per inch result in a stronger and crisper image.
Resolution is also known as DPI, this is the abbreviation for dots per inch, it is necessary to use the correct DPI for the job, 300 DPI is used for printing and 72 DPI is used for work on screen.

What is a pixel?

A pixel is the very smallest, individual part of an image.
The image can be still like a photo or animated like a movie or game, pixels make up all images other than vector type images, however vector is not really used in games, films or any animations.
To conclude a pixel is a extremely small coloured dot, when pixels are combined they make the full image, however the closer the image is zoomed in the less quality it has.

What is bitmap?

Bitmap is the name given to a 2D image with a variety of pixel colours and combinations.

What is vector?

Vector graphics are relatively simple, they are made from simple lines, curves and polygons.
The graphics themselves are mathematical as the individual shapes are plotted and create by angles and equations which when finished give an image.
A great thing about vector graphics is that they do not use pixels so no matter how far in you zoom the quality maintains itself making it good for labels on product, however a downside is that because pixels are not use the overall graphical appearance is lower and there for not used with things such as photos and animations.




This is a vector image, as you can see
it keeps it quality when zoomed in.
 
                      

Monday, 13 September 2010

Textures:

Textures give depth and emotion to 3D models in games and give us a sense of what a specific object would feel like in the real world allowing us to feel more enticed with the game.
For example a destroyed building would have lots of jagged and smashed pieces of brick in, on and around it so a jagged brick texture would give us a sharp, gritty urban feeling when in that area of the game.
Textures are used on everything in games such as characters, guns, foliage so its not just buildings, everything in a game uses textures and it i textures that give a game a relation to the real world no matter how wacky or far fetched the game may be from real life.
 Textures are made primarily in Photo shop, the textures start off as 2D images and they gain the 3D effect only when "wrapped" around 3D models.
This is a texture to a game
character, as you can see its flat (2D)
 
This is a blank 3D model without a texture.






 








As a result of adding a texture to a blank 3D model a life like
person is made, this is Gorden Freeman from the Half life series.


In game interface:

The in game interface is sometimes referred to as the "HUD" (heads up display) it is what the player sees and uses to play the game efficiently and with more ease.
For example in game interfaces include things such as radars/maps, text boxes, health bars, character level, ammo, scores etc.
The in game interface is the players life line as it basically shows the current status and well being of the players character as well as additions such as maps and radars which help players to navigate levels and areas much easier rather than getting lost in a level which fuels boredom and frustration, both of which games developers don't really want there customers experiencing!

The screenshot above is from Tom Clancy's Rainbow six Vegas 2,
this is showing a good example of in game interfaces.
Notice the XP and rank bar in the mid bottom, ammo and grenades
 in the bottom right and squad status in the bottom left, all are examples
from parts of an in game interface.

2D sprites:

A 2D sprite is  2D image or animation integrated into a larger scene of a game.
2D sprites are several 2D images put together so when animated they give the appearance of movement, for example the legs of the original super Mario are real the only thing on him that was animated with a simple motion.
Sprites where first invented during the mid 1970s and started to advance ever since moving from bitmap layers eventually to tile layers.
The very early sprites where extremely low detail compared to the gaming advancements of today, a good example of 2D sprites in games would be Super Mario.


A screenshot from Super Mario showing a very good example of 2D sprites.









3D isometric sprites:

3D isometric sprites are similar in some ways to 2D sprites, the difference is 3D sprites have multiple angles that are animated to face different directions.
The original Fallout game on PC developed by Interplay shows a very good example of 3D isometric sprites, the game appears to be 3D but really its just many 2D sprites put together giving the visual effect of 3D.

A screenshot from the very first Fallout game entitled "Fallout" from 1998.

Printed media:

Printed media comes in many forms such as posters, leaflets and magazines.
The purpose of printed media is to attract and entice an audience who will later go on to purchase the products advertised in the printed media.
Printed media must be attractive and stand out to gain attention and viewers, as well as this it must not have to much text as it gives the appearance that it would take to much effort to read so people move on.
A successful piece of printed media should be bold, stand out and be short and snappy quickly getting the point of the product to the customer.

The cover of PSM3 the official PS3 magazine
is a good example of printed media with lots
of colour.

Concept art.

Concept art is initial ideas that are usually sketched roughly and enhanced using CAD such as photo shop in conjunction with a graphics pad, there are many stages to concept art as developments are made all the time with different variates of the same concept, for example the different helmet alterations that we saw in the Mass Effect 2 concept art video.

Concept art is used primarily by 3D modelers to create their 3D designs.
The concept artists play a massive role in the design and development of games as it is there ideas that are made reality when the final design is put into a 3D modeling programme and later integrated into the game.
Similar to concept artist, textures have a similar role to play in the development of games as textures give depth and feeling to the game by adding "skins" to the blank 3D models and environments.

All the images below where created by the lead concept designer of Fallout 3 Adam Adamowicz.



Robotic character design
from Fallout 3


Concept art of architecture from Fallout 3

Miscellaneous and vehicle concept from Fallout 3

Tuesday, 7 September 2010

Different graphics types.

In the gaming world there are four different main graphics types, cel shaded, photo realistic, exaggerated and abstract.
Each type of graphics are totally unique and different from each other for example the cartoon effect cel shaded graphics give totally differ from the effect that photo realistic graphics give.

Photo realism is where the graphics of the game are created to look as real as possible, photo realism is used to make the game feel as close to the real world as possible, when
used in conjunction with advanced physics photo realistic games can prove an amazing, enticing experience.
A screenshot from Metal Gear solid 4 showing photo realism
Two examples of photo realistic games are Grand theft auto IV and Metal Gear Solid 4.



Cel shaded games are often full of bright water colour like graphics, the thing which makes cel shaded graphics unique is that everything from characters to buildings have a distinct black
outline.
This outline makes the graphics appear quite cartoon but fun and amusing to view.
A very good example of a cel shaded game is Borderlands, cel shaded graphics work very well with this games characters and environments ranging from desert wastelands to marsh green landscapes.
"Rack hive" from Borderlands
Abstract graphics from LocoRoco on the PSP

Abstract graphics are totally unique and not widely used, abstract graphics are often used more on game with little or no violence which are commonly aimed at a younger audience and gamers who
may generally enjoy more pleasant games rather than the common shooters of today.
LocoRoco on the PSP is a prime example of a game with abstract graphics.


Exaggerated graphics are mainly used on games with a manga/anime style.
There is often a massive range of colours and bright effects in games with exaggerated graphics, these effects can make the game very appealing and exciting to view.
Good examples of games with exaggerated graphics are Dot Hack, Dragon Ball Z the game and Naruto the game.
A screenshot from Dot Hack on PS2
All of these games where relatively popular on the PlayStation 2 and all are Manga/anime themed which shows a correlation between exaggerated graphics and manga art.
Dragon Ball Z the game

Monday, 6 September 2010

2D and 3D gaming

Over the years gaming has made massive strides in development, one of the biggest strides has been the upgrade from 2D to 3D gaming.

2D stands for 2 dimensional; the experience of 2 dimensional gaming is flat.
In 2D games the player can only move left and right as there is no depth to the game and in most cases very little effects.
A good example of a 2D game would be Metal slug, the player and enemies can only move left and right in a strafing position towards and away from each other, as well as this the background of the levels are totally still and canvas like.

A screenshot of Metal Slug.
The original Street Fighter

However not all 2D games are flat and paper like in appearance, for example the latest Street Fighter game “Street Fighter IV” adds a fusion of 2D and 3D, keeping the left and right strafing from the original full 2D predecessors of the game Street Fighter 4 gives a 2D perspective with the addition of added detail to the main characters such as improved shading and detail to clothing, muscles and hair.

3D gaming adds a sense of depth and texture to the game, with 3 dimensions you are able to walk anywhere you like within the game boundaries, take cover behind detailed objects such as buildings or crumbling structures for example.
As well as this you can pitch your player to execute actions such as peaking round corners, an action like this would never have been possible in older 2D games.
Terminator Salvation the video game is a very good example of how players in 3D games can use the environment as cover and peak in and out, as well as this the 3D environment and destroyed buildings make the game quite interesting.
Gears of War uses a similar cover system for the player where the 3D environments can be used to get the upper hand on opponents.

Terminator Salvation the game

Sams Digital Graphics Blog




I like the art work on for the cover of Army of two the 40th day because it shows a fair amount of action and gives a sense of where the game play will be set, in this case a city as we see in the lower foreground.

The art work relates to the game because it shows the two heroes Rios and Salem from the first game, showing both the characters’ together on the box art connotes the team playing aspect has been kept from the first game which was a major point in the game and that you never fight alone.

In my opinion the art work does a very good job of selling the game, this is because it is bold and the colouring is just right, the burning city emphasises the game will be action packed, in addition to this the character layout on front of the box with “army of two” in the centre brings back a feeling of how great the first game was and how good the second instalment will be keeping its originality but also adding something new (the 40th day).

The target audience for the game is people who like action games officially 18 and above, the game is also aimed at people who like to tackle scenarios with teamwork and different strategies which this game in my opinion delivers very well, for someone who enjoys a game with a lot of action and involvement (emphasis on the weapon and mask customization which makes the player feel more unique and involved.)

I strongly believe the game hits the target audience; this is because it lives up to the originality of the first Army of Two game with the team work aspect, even if you’re not playing a friend sitting next to you in the same room the option to play online with strangers from across the world or even with the amazingly advanced and clever AI team mate makes the game an involving and exciting one, in conjunction of lots of decisions to make the game gives a truly unique action packed experience!