Interactive Media and Game Development Tiles, Sprites and Concept Art.

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Interactive Media and Game Development Tiles, Sprites and Concept Art

Tiles A tile is a small, square 2d image for a sprite-based game –Needed for commonly backgrounds Often repeated –Too hard to make every pixel different! RPGs make heavy use –Grass, trees, water, sand Similar to repeating textures in 3D game Start with a grass tile to warm up

Grass is Green Use a basic green square But looks unnatural –Like flat, shiny metal No illusion of movement

Grass has Variation Can do a lot with simple enhancement of color shades

Make Random Use the “spray” tool

Make Look Random with Control Draw by hand for more control –4 pixel line strokes

The “Grid” (1 of 3) Looks too much like tiles “Large” blank is problem, so remove

The “Grid” (2 of 3) Still, some “lines” are visible when repeated Break up with more color

The “Grid” (3 of 3) Much better!

Don’t Try This at Home Don’t use same texture for all, else not much better than just colors

When the Rubber Hits the Road?

Outline Tiles(done) Sprites(next) Concept Art

Animation Animation  produces the illusion of movement Display a series of frames with small differences between them Done in rapid succession, eye blends to get motion Unit is Frames Per Second (fps). For video: –24-30 fps: full-motion (Game Maker does 30) –15 fps: full-motion approximation –7 fps: choppy –3 fps: very choppy –Less than 3 fps: slide show (2D Sprites can get away with about about ½ the above) To do successfully, need to keenly observe, focus on differences in movement –Apply basic principles (next)

Key Frames Images at extremes in movement –Most noticeable to observer –Ex: for flight wings up and wings down –Ex: for walking, right leg forward, leg together The more the better? –Smoother, yes –But more time to develop (tradeoffs) –And more prone to errors, “bugs” that interfere with the animation Based on Chapter 9, Designing Arcade Computer Game Graphics, by Ari Feldman

In-Between Frames Generated to get smooth motion between key-frames –Can be tedious and time consuming to make –Most software allows duplication Based on Chapter 9, Designing Arcade Computer Game Graphics, by Ari Feldman

Frame Animation Guidelines Based on Chapter 9, Designing Arcade Computer Game Graphics, by Ari Feldman (See GameMaker tutorial shooter for examples of Enemy Planes, Explosions)

Secondary Actions Animation part that does not lead movement, but follows it –Add extra dimension of reality –Ex: Hair moving in wind –Ex: Cape billowing backward Based on Chapter 9, Designing Arcade Computer Game Graphics, by Ari Feldman

Steps in Creating Animation Sequences (1 of 3) Conceptualize – have vision (in mind or on paper) of what animation will look like Decide on object behavior 1.Animated once (no looping) 2.Animated continuously (using cycles) –2 nd choice means must make last key frame blend with first Choose an image size – will contain and constrain object –Test and experiment briefly to have plenty of room Design key-frames - drawing the motion extremes –Use simple shapes to represent main actions Ex: stick figures or basic shapes (circles, squares) Based on Chapter 9, Designing Arcade Computer Game Graphics, by Ari Feldman

Steps in Creating Animation Sequences (2 of 3) Estimate the in-betweens – think of how many you will need to complete the sequence smoothly –Be conservative. Easier to add additional transition frames than remove them Apply secondary enhancements - Embellish to look convincing and enticing Based on Chapter 9, Designing Arcade Computer Game Graphics, by Ari Feldman

Steps in Creating Animation Sequences (3 of 3) Test each movement –Can be done with ‘copy’ and ‘undo’ in tool –Others have animation rendering (ex- Game Maker) –Look for flaws (movement, discolored pixels …) Repeat - Repeat for all animations Based on Chapter 9, Designing Arcade Computer Game Graphics, by Ari Feldman

Outline Tiles(done) Sprites(done) Concept Art(next)

22 Why Not Just Prototype? Even creating prototypes can be time consuming and expensive Getting it right on the first try is unlikely Revising instantiated work can be difficult Thus the need for some forethought! Art and organization by Paolo Piselli,

23 What is a Better Way? Make decisions on paper, where changes and variations can be made quickly and easily. Art and organization by Paolo Piselli,

24 Who Is Involved? We can think of the process as a two-part system: The ARTIST generates drawings based on the given constraints. The BOSS supplies the constraints that the drawing needs to fill. Art and organization by Paolo Piselli,

25 The BOSS (1 of 3) Takes part in a higher-level design process with goals of its own Attract web-goers Sell more widgets Win an Oscar Art and organization by Paolo Piselli,

26 The BOSS (2 of 3) Communicates constraints inherited from this higher-level process to the ARTIST We need a happy, purple dinosaur to sell more widgets! Happy Purple Dinosaur Art and organization by Paolo Piselli,

27 The BOSS (3 of 3) Evaluates the fitness of the ARTIST’s solutions based on various heuristics Market research says its good Wife likes it Magic 8-Ball says outlook not so good Art and organization by Paolo Piselli,

28 The ARTIST (1 of 4) Generates drawings based on the given constraints We need a happy, purple dinosaur to sell more widgets! Happy Purple Dinosaur Art and organization by Paolo Piselli,

29 The ARTIST (2 of 4) Has expert knowledge of drawing materials and techniques Art and organization by Paolo Piselli,

30 The ARTIST (3 of 4) Has aesthetic heuristics (acquired by studying style, design and master artwork) Art and organization by Paolo Piselli,

31 The ARTIST (4 of 4) May need to cache domain-specific knowledge (dinosaur anatomy, typical dress of a noblewoman in 13 th century England, etc.) Art and organization by Paolo Piselli,

32 Beginning with Thumbnails (1 of 2) The exploration of possible solutions often begins with ARTIST generating rough drawings. These rough drawings - called “thumbnails” – are often little more than suggestive scribbles. Thumbnails can be generated very rapidly. This allows ARTIST to generate many points of search space at little cost. Art and organization by Paolo Piselli,

Claypool & Lindeman - WPI, CS & IMGD33 Beginning with Thumbnails (2 of 2) Thumbnails enable ARTIST and BOSS to quickly get their bearings and identify fruitful starting-points for exploration. These rough drawings can quickly expose problems with the given constraints. It doesn’t take highly detailed concepts to cull large portions of search space! I like the one with the sunglasses. Let’s see where we can go with that! Art and organization by Paolo Piselli,

Claypool & Lindeman - WPI, CS & IMGD34 Drawing the Concept (1 of 5) There are many techniques for creating more detailed concepts (pencils, markers, watercolors, etc.) In general, the drawing process is one of iterative refinement. For example, when rendering a concept with markers, the ARTIST will begin by roughly sketching most of the detail with a light marker. Art and organization by Paolo Piselli,

Claypool & Lindeman - WPI, CS & IMGD35 Drawing the Concept (2 of 5) Next, the ARTIST does some line selection. In this stage, the ARTIST is choosing the best of the rough details for inclusion in the final concept. The ARTIST may also be adding some lower-level details as well, now that the higher-level details are becoming more specific. Art and organization by Paolo Piselli,

Claypool & Lindeman - WPI, CS & IMGD36 Drawing the Concept (3 of 5) Next, the ARTIST does some region coloring to separate the different elements of the drawing … Art and organization by Paolo Piselli,

Claypool & Lindeman - WPI, CS & IMGD37 Drawing the Concept (4 of 5) … and now a shading pass to reveal the 3D form of the concept … Art and organization by Paolo Piselli,

Claypool & Lindeman - WPI, CS & IMGD38 Drawing the Concept (5 of 5) … and finally a detail pass, picking out lines to reinforce and areas to highlight. This concept is finished … but wait! Art and organization by Paolo Piselli,

39 Back to the Drawing Board! Very nice! But the Magic 8-Ball doesn’t like all those spots; and the VCs think it should have big, muscley arms! ! Art and organization by Paolo Piselli,

Claypool & Lindeman - WPI, CS & IMGD 40 Questions and Discussion Art and organization by Paolo Piselli,