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Unit 46: 2D Digital Graphics for Computer Games

Unit code:  J/601/8349   QCF Level: 5     Credit value: 15

Project 1: character design

 

• Unit abstract

 

1 Understand the theory of digital graphics for computer games

Digital imaging theory: pixel (picture element, image resolution, intensity); types of digital graphics (raster images, vector images); file extensions; compression (lossy; lossless); MIP maps

Image capture: scanner; digital camera; tablet

Image optimisation: target image output; image bit depth; image resolution; image dimensions; image compression
Storage of digital image assets: file size; file naming conventions; asset management

Applications: sprites; concept art, eg character, weapon, vehicle, environment; texture art; background graphics, eg walls, forests, clouds; head up display (HUD); game packaging

Artistic styles: photorealism; cel-shading; abstraction; exaggeration, eg anime, manga

2 Be able to generate ideas for computer game graphics

Ideas generation: stimulus, eg client brief, own brief, from market research; brainstorming; mood boards; thumbnail sketching; concept drawings

Legal and ethical considerations: legal (copyright, libel, defamation, British Board of Film Classification, Race Relations Act 1976 and later amendments, Obscene Publications Act 1959 (Internet Watch Foundation link) Wikipedia entry for Internet_Watch_Foundation and later amendments); ethical (decency, representation of social groups)

Computer game graphics: in-game graphics, eg head up displays, sprites, backgrounds, textures; concept art; game packaging

Graphics specification: client needs; audience; thumbnail sketching; visual style, eg colour, style, photorealistic, cel-shaded, anime; composition (scale, point of view, perspective); typography; technical considerations, eg file format, file size, optimisation, file naming conventions, asset management, intended output

3 Be able to create digital graphics for computer games following industry practice

Preparation: workflow (scheduling, efficient time management); deadlines (production milestones, deliverables, quality assurance); asset management (file storage, file retrieval, naming conventions) Software interface: work area; tool box; status bar; file information; window control; palettes (floating, docking, tabs, customising)

Workflow: reference images; plug-ins; optimising (bit depth, resolution, dimensions)

Drawing tools: tool options; brush; pencil; duplicate; clone; fill; text; line; stroke; shape; zoom; guides and rulers; grid; snap; palettes; layers; colour selection; graphics tablets Editing tools: selection; transform; cut; copy; paste; crop; trim; erase; undo; fill

Advanced tools: effects; image adjustments; masks; paths; brushes; brush plug-in

Game graphics: head up displays; sprite graphics friv.com; image textures; concept art; game packaging, eg box cover, manual, label, poster [>> Web page, phone icon, Apple App Store iTunes Chart/Google Play icons, ads and banners]

Industry practice: reflect on finished product (compared with original intentions, fitness for purpose, technical qualities, aesthetic qualities); production skills (ideas generation, graphics specification, workflow and time management, technical competence, teamwork)

 

• Learning outcomes

On successful completion of this unit a learner will:

Assessment criteria for pass
The learner can:

LO1 Understand the theory of digital graphics for computer games

1.1 explain the theory of digital graphics for computer games

LO2 Be able to generate ideas for computer game graphics

2.1  generate imaginative ideas for a computer game taking account of legal and ethical considerations

2.2  document a graphics specification for a computer game working to a standard acceptable to an employer or client

LO3 Be able to create digital graphics for computer games following industry practice.

3.1 use preparation techniques to create digital graphics for a computer game working to a standard acceptable to an employer or client

3.2 use digital animation software tools to create digital graphics for a computer game working to a standard acceptable to an employer or client

3.3 critically evaluate own digital graphics work against agreed criteria following industry practice.

Games ideas:

  Jamie F Y1 Not MachoMan (working title)
  Theo G Y1

HoldOut
Zombie game, smallish map BoxHeads 2 | BomberMan |

  Ollie H Y1 B-Movie Base Battles
RTS mobile Armor Clash | Forge of Empires | Age of Empires
  Nathan H-W Y1 Vikings (working title)
Viking: Battle of Asgard | Castlevania animated series
  Jeevan P Y1 World Fighting League
2 person Tekken | Street Fighter | BlazBlue.com | Mortal Kombat style easy play iOS and Android
 
  Aaron C Y2 SnowboardKush
Android only playsnowboardgames.com | SSX
  Owen C Y2 Owen - PhoneDrone >> Princess Wedding Planner
iOS + Android competitors/similar inc. gameofdronesrealflight.com/drone
  Dan H Y2
WordPress blog

Rise of Booty
compare with Sid Meier | Monkey Island | Assassins Creed 4 | Tides of Fortune

  Joe R Y2 RisingFight
Smash Bros style platform fight game - maybe side-scrolling iOS + Android. Ice Climbers SSBM Nintendude

Student submission examples: penguin | wolf | urban strike

http://www.wired.com/2016/01/that-dragon-cancer/

 

RESOURCES

creativeskillset.org/job_roles/331_game_designer

Hiive Trainee Finder

Jobs

tmaskall.com/timetable/week001.htm

Issue 2 – July 2011 © Edexcel Limited 2011

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