GAME GRAPHICS
The viewer's perspective: If it is true that a picture is worth 1,000 words, does the picture make one wonder what the 1,000 words are? Are any hints revealed in the next frame? Does one scene lead to another? Do the images actually tell a story, or are they just nicely aligned?
The production perspective: No Web site is complete without graphics. Granted, many business web pages stop at a white background and simple art, so as not to detract from the main message. Many of the objects on the page with which the user will interact are splashes of color, if not iconic. Visual interaction is faster than reading, and is a key point for Web and game developers. The continuum ranges from theme colors and fonts, to links and frames, to icons and art, to interactive animation, games, and aftermarket products.
Demonstrations of how to make a product are the next best thing to actually creating one. The processes demonstrated in this portfolio are simple, and they combine to create an effect. My primary tools include Photoshop, Illustrator, and Camtasia.
The production perspective: No Web site is complete without graphics. Granted, many business web pages stop at a white background and simple art, so as not to detract from the main message. Many of the objects on the page with which the user will interact are splashes of color, if not iconic. Visual interaction is faster than reading, and is a key point for Web and game developers. The continuum ranges from theme colors and fonts, to links and frames, to icons and art, to interactive animation, games, and aftermarket products.
Demonstrations of how to make a product are the next best thing to actually creating one. The processes demonstrated in this portfolio are simple, and they combine to create an effect. My primary tools include Photoshop, Illustrator, and Camtasia.
GAME GENRES
Have you ever wondered about the difference between video games? The following is an industry standard that indicates "what's in the box".
BEHIND THE SCENES
There are two sides to videogame development: theoretical and practical.
- Theoretically, it is good practice to start with a well-known story, possibly in the public domain. User appeal is based on familiarity and curiosity. Then, create a draft storyboard that can be presented to stakeholders. They would make suggestions for inclusion or improvement, and the next edition is a publicly-available product.
- In practice, the screenplay (script) and art assets are provided. Assets usually include text, sounds, and art. Developer(s) then create programming scripts that interact with the game engine to tell the story by moving objects on the screen.
- In reality, assets are created by teams that are dedicated to the project. This creates a full-immersion environment in which team members do not create product that is not part of the project and is not owned by the studio. This allows the game to use higher-quality art and animation.
ADVENTURE GAMES
Adventure games allow the user to move around on the screen and manipulate objects, but the primary mode of interaction is text (or audio) that tells a story. A one-level, one-room adventure game can showcase videogame development skills. "Real" 2D games are more complex, in the same way that a 12-episode television show is more complex than a 30-minute episode.
Game action can be point and click, or it can rely on WASD game controls. Right-mouse clicks change the mouse cursor to different types of interaction, and left-mouse clicks move the character on the screen.
Game action can be point and click, or it can rely on WASD game controls. Right-mouse clicks change the mouse cursor to different types of interaction, and left-mouse clicks move the character on the screen.
CASUAL GAMES
Are casual games worth the time and money? is there a story line, and if so, is it age-appropriate? Regardless of your answers, do you play the game anyway? If you have considered authoring or animating videogames, you may want to start with low-pressure games and work your way up to 3D first-person games.
ONLINE GAMES
I have my favorite casual games, and I decided to take photographs of one of them. Most games do not allow images of any size or quality; however, any artist with the time and the skill can circumvent that. This image uses over 150 screen shots, taken in three days, although the composite took about three months (real time). It is 14 inches by 24 inches, at 300 dpi. The thumbnail is 300 pixels by 175 pixels. Use the Contact Us page for a copy of the full-size work.
This image can be categorized as "art from a kit". Each game uses unique components, and the artistic process resembles arranging a copyrighted song, more than composing original music. Beginning artists will be pleased by their composition, or the story they choose to tell, and they may be inspired to create art that is more original than an arrangement.
This image can be categorized as "art from a kit". Each game uses unique components, and the artistic process resembles arranging a copyrighted song, more than composing original music. Beginning artists will be pleased by their composition, or the story they choose to tell, and they may be inspired to create art that is more original than an arrangement.