Sprites
Sprites are a form of pixel art. Sprites art can be made using an isometric or non-isometric method to make the illusion of 3D. A good example that uses sprites in an isometric way is Harvest moon: Island of Happiness, whereas Pokemon Diamond is a good example that uses non-isometric sprites. Isometric is the use of using perspective to convey the illusion of a 3D object in a 2D space.
Sprites are a form of pixel art. Sprites art can be made using an isometric or non-isometric method to make the illusion of 3D. A good example that uses sprites in an isometric way is Harvest moon: Island of Happiness, whereas Pokemon Diamond is a good example that uses non-isometric sprites. Isometric is the use of using perspective to convey the illusion of a 3D object in a 2D space.
Concept Art
Concept art is a form of art that is
usually done by game artists or animation artists. Concept art is generally
made to get a basic idea of what an object would look like e.g. environment,
character, vehicle, weaponry etc.
Characters, will all be drawn in the
same posture and position, however undergo major changes in their clothing,
handheld objects or facial features, such as scars. From there the characters
will be drawn to convey who they are, and undergo more changes until a final
concept is chosen and decided upon. This concept art would then go onto a
modeller where they would model and rig it ready to put into a scene.
The same goes for environment,
weaponry, and vehicles though unlike character, an overall summary of the scene
itself is given. If you take Far Cry 3 for example, the character could have
looked different to what he did, because he is just someone lost on an island,
however the environment has to be an island setting and not a city scape or
urban environment. So concept artists would best design an environment that
depicts an island.
Texture
Art
Textures are art that fit onto models
to make them look more like what they are supposed to. For example, you can
take a plain model that is only one poly but applying a texture you can make it
look like a letter with loads of text on it, or even a painting done by a world
famous artist. Texture art doesn’t need to be made photorealistic however just
convey what the model is supposed to be, for example, within the Walking Dead
game, the textures are not photorealistic, however make the player tell what
each model is.
Texture art doesn’t just entail the
texture colours but, it also shares the use with a Bump map, a texture sheet
that gives the texture depth and makes the model look like it has creases and
bumps in. Another texture is the specular map, a texture sheet that tells the
scene where light will bounce and reflect from.
Background
Graphics
Background graphics can range from 2D
images that scroll when moving, to 3D models that are built into the scene. For
old games such as Mario, and Sonic, the game background is made with a
scrolling 2D image that’s moves with the player, this gives the sense of
movement. With newer games 3D models are sometimes used, for example FIFA use
3D models as the stadium stands, and crowd. 3D models however consist of more
polys, so will cost render speed, and time, thus is not recommended for scenes
that are large.
Within 2D background graphics is also
a technique called Paraplex scrolling, Paraplex scrolling is a technique that
creates the illusion and feeling of depth. This is done by making the image
further back scroll slower than that of the background graphics in the
foreground.
Heads
up Display
The heads up display or HUD for short,
is a type of interface grapic, these graphics can be menus, maps, a health bar,
visuals such as achievements, or objectives. The Majority of games come with a
built in interface, and HUD though you can choose in some games to get rid of
it.
Game
Packaging
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