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Chapter 6.1 Visual Design - PowerPoint PPT Presentation


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Chapter 6.1 Visual Design. Visual Design. The management and presentation of visual information Two dimensional & three dimensional communication The “Look and Feel” of the game Examples of the intended visual design can be found in the “Art Bible” which the lead artist creates.

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visual design
Visual Design
  • The management and presentation of visual information
    • Two dimensional & three dimensional communication
    • The “Look and Feel” of the game
    • Examples of the intended visual design can be found in the “Art Bible” which the lead artist creates
graphic design principles
Graphic Design Principles
  • Balance
      • Symmetrical balance
      • Asymmetrical balance
  • Rhythm
  • Emphasis
  • Unity
elements of graphic design
Elements of Graphic Design
  • Line
  • Shape
  • Space
  • Texture
  • Size
  • Color
color theory
Color Theory
  • The Visible Spectrum
    • “Roy G. Biv” (Red, Orange, Yellow, Green, Blue, Indigo, Violet)
    • Hue
      • Describes the distinct characteristic of color that distinguishes red from yellow from blue.
    • Saturation
      • The strength of a color with respect to its value
    • Value
      • The amount of white or black a color, also known as its brightness
color theory 2
Color Theory (2)
  • Subtractive Color
    • Reflected light suchas printing (CMYK)& painting
  • Additive Color
    • Emissive light suchas computer screens (RGB) or television.
user interface design
User Interface Design
  • Simplicity
    • Keep the UI as simple as possible
  • Consistency
    • Make the UI predictable
  • Target user (demographics)
    • Know the target audience
  • Color usage
    • Don’t rely on color to carry a design
    • Learn about the psychology of color
  • Feedback mechanisms
    • Inform the user of events and actions via feedback
design elements
Design Elements
  • A flow chart helps visualize a design
  • Establish a design grid
  • Create a tiered menu system
    • Allow advanced user to customize
  • Localization considerations
    • Don’t embed text in graphics if possible
    • Allow 30% around words for languages that have larger character counts per word (such as German)
design elements 2
Design Elements (2)
  • Typographic Fundamentals
    • Serif vs. san-serif fonts
    • International font considerations
    • Kerning and hinting
    • Creating a game font
      • Allow ample time for production