Wednesday, 23 October 2013

Computer Game Graphic Types


Computer Game Graphic Types

 

 
2D Sprites

2D sprites are basically images which you can manipulate, when your image or character has been turned into a sprite you can then animate it, change the colours, edit in Photoshop. You can use a sprite in programs like Game Maker where you can animate your sprites to move around and do different things during your level. 2D sprites will be mainly used in 2D games as they aren’t 3D models, 2D sprites are easier to manipulate and can be animated easily, they can also be used for GIF’s.  

3D Isometric Sprites


3D isometric sprites are just like the 2D sprites but you can use these in your 3D games, you can do everything that you did with the 2D sprite to the isometric sprite. But with the 3D option you can do more as it’s not just a flat surface, you can add textures and different tones to the sprite to give your sprite an edge. 3D sprites are also useable in game engines such as UDK, this type of program really brings your 3D sprites into life as you can control them and give them objects like guns and health packs. 3D sprites are more optional for your up to date 3D games but you can only use isometric sprites in 3D games or else they won’t work.



Concept Art (Character, Weapon, Environment)

Character concept art is where the concept artist draws the character in pretty good detail, the company their working for will give them an idea of what they want the characters to look like then they will draw the character and then give the designs to the 3D modeller to then progress on the design. It is the same with the weapons and the environment etc… Of course it’s different with the weapons and environment because each one will have its own part. The concept art is generally used for the designs of the game, if it’s a character or a weapon then it will go onto a 3D modeller to then make the actual objects.
 

Textures (Diffuse, Height maps etc…)

Textures are what are wrapped around characters, weapons etc… to give the object more depth, colours and tones. Texture mapping is when a texture map is applied to the surface of an object or polygon, each vertex in the polygon is assigned a texture coordinate which allows the object to be rendered. There are different types of textures they can range from normal, specular and diffuse. Textures are used for giving the object more depth and a quality finish, but can also be used for colour.  
 
 
In Game Interface

The in game interface can be from the start menu, to the in game mission briefing in some cases. The in game interface can be a mini map in the bottom corner of the screen, it is mainly the feedback that you receive on the screen. The HUD can’t be distracting to the player as it will drive them away from the main objective and could probably get you killed, so the graphics can’t be too bright but you have to be able to see it. Sci-fi games have a good basis for the in game interface and HUD as they are mainly light blues or see through style lettering and numbers.



  Printed Media (Box Art, Manual, Poster etc…)

Box art is key when selling and promoting your game, when you walk in the shop you have to be able to see the game and hope it catches your eye, this is what companies are looking at when they are promoting their games. In promotion, companies also try to sell special merchandise with their games, there are examples of special edition copies which are sold with special items like posters or actual in game items.











1 comment:

  1. Your explanation of isometric sprites is incorrect. You need to redo this section.

    You also need to explain different types of texture. Explain what a diffuse map is, a specular map and a normal map.

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