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4 Perspective, Scene Design, and Basic Animation.

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Presentation on theme: "4 Perspective, Scene Design, and Basic Animation."— Presentation transcript:

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2 4 Perspective, Scene Design, and Basic Animation

3 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Explain game perspectives Describe the elements of a scene. Identify elements used to convey mood and theme.

4 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Perspective How gameplay is displayed Position of player on screen First person Second person Third person

5 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. First-Person Perspective First-person perspective is seen through the eyes of the characterFirst-person perspective Like a head-mounted cameracamera (www.freeonlinegames.com)

6 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Second-Person Perspective Second-person perspective is seen through the eyes of the opponentSecond-person perspective Very rarely used (www.kongregate.com)

7 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Second-Person Perspective In this game, the player is the batter and the computer is the pitcher

8 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Third-Person Perspective Third-person perspective is seen through the eyes of a spectatorThird-person perspective Overhead Behind Profile or platform view Many other viewing angles

9 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Third-Person Perspective These games have a classic platform view (www.kewlbox.com; www.freeonlinegames.com)

10 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Third-Person Perspective This game has an overhead view (www.freeonlinegames.com)

11 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Changeable Perspective “Switch view” button (player selects) Switch view due to game action (game determines); for example: Third person while running First person while in targeting mode

12 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Changeable Perspective This game features a “switch view” button

13 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Scenes Placement of game objects Attractive layout Obstacles Objectives Conveys story Conveys mood

14 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Object Placement Foreground Background Active objects Background objects Backdrop objects Text objects or buttons

15 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Scene Feature Examine the objects in this scene. Identify and discuss the scene elements that do not match. Why do these elements not match?

16 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Design Objects Active objects Interactive Can move Background objects Not interactive, like the sky Backdrop objects Scene elements, like platforms and walls Player avatar The character

17 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Design Objects Note the various types of objects in a game

18 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Mood Through color palettecolor palette Red = passion Yellow = cheerful Blue = peaceful Gray = gloomy Through object shape Sharp edges = scary Soft edges = calming

19 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Theme Through traditional or historic objects Cultural themes Historic periods Mythology Religion Holidays

20 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Mood and Theme Feature Examine both scenes Similar objects appear in both How does color palette set the mood in each? How is theme established by use of traditional objects in each?

21 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Scene Design Feature Consider the scene on the next slide: List five background objects List one foreground object List the active objects in the scene What is the mood of the scene? How does color palette help set that mood?

22 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Scene Design Feature

23 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Storyboards A plan to tell the game story Sketch important frames Describe important action

24 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Active animation An object changes poses while moving on the screen. Active objects Objects in the game frame with which the player can interact; can be programmed. Backdrop objects Objects in a game frame that the player can touch or walk behind, but do not damage or reward the player. Background objects Objects in the game frame with which the player cannot interact.

25 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Bounding box Invisible cube inside of which a 3D object completely fits; used as a reference to rescale the 3D object. Camera Displays the visual play area of the game and follows the player wherever the character goes. Clarity How clearly images are displayed with either line or pixel density.

26 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Color palette Set of colors used throughout a scene to maintain mood and continuity. Dithering Computer process of scattering pixels of different colors to approximate a true color. Dots per inch (dpi) Number of pixels per square inch; the higher the dpi, the clearer the picture. Faces Flat surfaces on a 3D model.

27 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. First-person perspective Gameplay view where the players sees through the eyes of the character. Game frame All items programmed for a complete scene or level of a game. Hybrid Created by combining features from two different items.

28 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Interpolation When resizing an image, the computer makes a decision to create a blended-color pixel where original pixels are moved. Mesh A 3D shape created with interconnecting polygons stuck together along their edges. Native poles Original pixels of an object before it was resized.

29 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Pixels Picture elements; the smallest point or dot of color a computer screen can generate. Pixel shading Applying the principle of visual perspective such that as you move farther from the light source, things get darker. Pixilation Condition resulting in a blurry image; created by improper resizing.

30 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Reading edge Line between two vertices on a 3D object that is used as a reference to rescale the object. Rendering Adding color and shading to represent a solid object. Scrolling Game frame is moved so the player is always in the visible play area. Second-person perspective Player sees the game as if the player were an opponent or intermediary; rarely used in video games.

31 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Sprite character set Collection of poses for a single 2D asset. Static animation Object retains its original pose while moving. Tessellate Stretching of a color and texture map to apply a piece of the overall texture to each polygon of a 3D mesh. Third-person perspective Gameplay is viewed by a person who is not the player’s character or opponent, rather a neutral third person; spectator view.

32 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Vanishing point Point in the background where the edges of all assets will meet at a single point if extended; the faraway point where an object seems to disappear as it becomes smaller. Visible play area The part of the game frame that is displayed on the video screen. Visual perspective Sense of depth using shading and narrowing to represent the third dimension of depth on a two- dimensional screen.

33 © Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only. Wireframe View showing objects as if they are built with wire with visible edges and invisible faces.


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