U15 kickstart
Post on 07-Nov-2014
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OK, you asked for it
Remember there are NO Model Assignments for the Option Units, so I am winging it. For this Unit, however, I am also relying a little on the new textbook from PG, so we’ll see how that goes.
Scenario
A local graphics company has been ‘dabbling’ in online graphics. They would like to develop a character and platform for a game that they can refine and develop as the technology progresses.
Unfortunately, since their experience only extends to playing The Sims and Space Invaders (and watching Tron) they’re not too sure what they’d be getting themselves into...
AO1: Analyse the principle components of game art
O what a tough AO! You need to study the following, and see if you can come to conclusions about the principle components of game art: environments characters objects, including vehicles and weapons interface graphics basic texturing lighting rendering
AO1 Hints
Be very clear in your mind about what you’re looking for.
This could be a presentation or written report
MUST analyse the types of elements shown in a chosen genre/platform...
AO1 grade guides
For Pass – and therefore all the others: provide a brief description of game art
components, covering environments, characters, objects and interface graphics.
They use examples from existing games, these may be limited.
AO1 grade guides
For Merit: provide a detailed analysis of game art
components, covering environments, characters, objects and Interface graphics.
They use a range of suitable examples from existing games.
AO1 grade guides
For Distinction: provide a comprehensive analysis of
game art components, covering environments, characters, objects and interface graphics.
They use a wide range of suitable examples from existing games.
AO2: Produce concept art for a game project Time for the pen and paper approach!
What would the character look like? Come up with some drafts first – for example, look at how Woody in Toy Story changed (watch the extras on the DVD!)
Make sure your character in final draft is appropriate for their context, and for the tools you have for their creation!
AO2 Hints
The key to this one is time, time, time. Look at the AO grade guide and you’ll see that you need to show an awareness of the elements of game art in your character: this is gonna take some drafting and a clear idea in your head.
AO2 grade guides
For Pass – and therefore all the others: create simple concept art for most of
the game aspects, although you may not have achieved these to any degree of artistic merit.
The concept art produced may not be appropriate.
AO2 grade guides
For Merit: achieve a good standard of concept art
that will effectively communicate most of the elements of game art and how it is created.
The concept art produced is appropriate.
AO2 grade guides
For Distinction: Candidates demonstrate an extensive
understanding of all elements of game art and how it is created
They have an original approach to the creation of concept art that is executed to a near professional standard.
All the concept art produced is appropriate and effective
AO3: Summarise the principles of animationas applied to computer games Now we’re onto the serious stuff – real nuts
and bolts. You have to research and compile a study of
principles of animation: Key frames and between frames (tweening) Loops and cycles Different animation techniques:
vertex animation cluster based bones driven morphs and morph targets others Character animation: bones-based and body parts
AO3: hints
Some of this you have already encountered, on a basic scale Tweening; frame-by-frame Layers
The rest is going to take some research. Start with workable definitions, and then check out the examples. Once you’ve seen them you are more likely to understand how they operate
AO3 grade guides
For Pass – and therefore all the others: demonstrate a basic knowledge of
animation, both in general and as specifically applied to computer games.
use examples to illustrate this, these may be limited.
AO3 grade guides
For Merit: demonstrate a detailed knowledge of
animation, both in general and as specifically applied to computer games.
analyse existing animation examples
AO3 grade guides
For Distinction: demonstrate a comprehensive
knowledge of animation, both in general and as specifically applied to computer games.
analyse a wide range of existing animation examples.
show an in-depth understanding of relevant techniques and concepts.
AO4: Recognise the technical constraints associated with the creation of game art
What are the current limits? What can we ‘not yet’ achieve? Realtime 3D rendering Polygon counts and texture sizes Comparisons between different engines
and platforms
AO4: hints
Yup this is the sticky bit. You get that fantastic design, and then the software isn’t up for it. Allegedly this is the reason we were spared the wonder of that wretched Binks character in the second batch of Star Wars films...
You need to look for a number of elements in this AO that limit the extent to which imagination becomes animation...
AO4 grade guides
For Pass – and therefore all the others: demonstrate a general awareness of the
technical constraints of computer games art and animation.
understand in principle how to create optimised art and animation assets.
AO4 grade guides
For Merit: demonstrate a detailed awareness of the
technical constraints of computer games art and animation.
understand how to create optimised and efficient art and animation assets.
understand some of the technical requirements of various platforms.
AO4 grade guides
For Distinction: demonstrate a comprehensive awareness
of the technical constraints of computer games art and animation.
demonstrate the ability to create optimised and efficient art and animation assets.
fully understand and explain the main technical requirements of various platforms.
AO5: Create a simple 3D game level Your character needs a context. But
this is NOT just playing on an art prog – look: Use examples from existing games to
understand the concept of game level Simple game level sketch:
draw a plan view or map use image or photographic reference if appropriate
Simple level model using 3D package: create floor area, terrain, track or course add features and/or simple buildings using box
modelling and texturing
AO5 grade guides
For Pass – and therefore all the others: conceive and create a very simple game
level using rudimentary objects and textures.
The game level may not work as intended. For Merit
create a 3D game level using properly modelled surfaces and textured objects.
The game level is based on a coherent and well planned structure and map design.
There is some evidence of original and creative design.
AO5 grade guides
For Distinction excel in the creation of a 3D game
level, demonstrated through a highly detailed level design map and executed using fully modelled and textured terrain.
include other appropriate elements plus additional objects and details which may well be derived from your own investigations and research into levelcreation through analysis of existing titles and resources.
AO6: Create and animate asimple game character - I And this is the whole 9 yards...
Game character: examples from existing games appearance, styling, moves and behaviours
Reference material: character image reference photos cartoon and graphical characters
Game character - initial techniques: sketching marquette modelling modelling reference: front and side views
AO6: Create and animate asimple game character - II And this is the whole 9 yards...
Modelling and animating a game character:
torso, limbs and head bones, joints and skin creating a simple walk cycle basic character controls
AO6: hints
Just like in the animation DVD extras, you now have to create a character that walks, maybe nods, smiles perhaps... Basically is ANIMATED Watch for colour changes for 3D in
shadows and movement. Spend more time on faces since these are
the first things people notice
AO6 grade guides
For Pass – and therefore all the others: achieve a basic standard of character
design. conceive and create a simple game
character. produce artwork and animation and
demonstrate some knowledge of techniques and concepts of computer game animation.
AO6 grade guides
For Merit achieve a good standard of character
design, both in conception and execution. model a simple game character with at
least one animation cycle. produce artwork, modelling and animation
competently and demonstrate good knowledge of techniques and concepts of computer game animation.
There is some evidence of original and creative design.
AO6 grade guides For Distinction
achieve a fully realised 3D game character of a high standard, with animations incorporated.
model a simple game character with at least two different animation cycles.
produce artwork, modelling and animation to a high standard in both 2D and 3D.
show a high level of aesthetic and creative flair in character creation and animation
The work is completed to a near professional standard, with original ideas and designs fully executed with pleasing aesthetic qualities and evidence of technical prowess.
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