Lecture4 - Composition and 3D Domain

Lecture4 - Composition and 3D Domain - 1 Lecture Lecture 4...

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Unformatted text preview: 8/2/2011 1 Lecture Lecture 4: 4: Composition Composition and 3D Domain and 3D Domain SIT253 SIT253 – Audio and Visual Games Audio and Visual Games Elements Elements Sophie McKenzie School of Information Technology Faculty of Science and Technology Trimester 2, 2011 Last Week • Sound Design – Evolution of game music – Type of music in computer games Adaptive and interactive audio – Adaptive and interactive audio – SFX, sound design, and Foley – Audio for different Game Genres – Creation Tools, Toolkits and Middleware – Audio Production Introduction • Covered in this weeks lecture: – Visual design fundamentals • Composition • Lighting and colour • Design Elements • Graphic design factors – 3D Domain – Visual design in an interactive context Readings • McClurg ‐ Genevese, J.D. (2005): The Principles of Design. Web: http://www.digital ‐ web.com/articles/principles_of_design/ • Chapter 4, Shot Design and Composition , in Exploring Visual Effects by Garfield Woody 2. • Chapter 1, 2 and 3, in Exploring the Elements of Design by Evans and Thomas Visual Design Fundamentals • As game developers we are first and foremost communicators of information • The interaction of the image, sound and to a lesser extent text, has become perhaps the most powerful means of communicating information • How we design, develop and implement that information is integral to the way in which it will be perceived! Visual Design Fundamentals • The 90’s of Gaming 8/2/2011 2 Visual Design Fundamentals • Mid 90’s of Gaming Visual Design Fundamentals • Early 2000 Visual Design Fundamentals • Mid and Now 2000 Activity • What has changed in this visual timeline? – Better graphics – Richer detail Surround sound – Surround sounds – Spatial Activity – Not much? – Where is the visual domain going? Escape from Flatland • We live in a world which is multidimensional, rich in detail and colour, dynamic, and complex • Traditional media is (generally) characterized as static and flat • How do we enhance the dimensionality and density of our representation of information /communication? • How do we escape from Flatland? – http://www.youtube.com/watch?v=O1utIYi5QPg&feature=related Visual Design Fundamentals • In a media ‐ rich, contemporary world…. – How do we produce that information? – How do we consume that information? • How do we analyze these multiple media? – Within the frameworks we construct as game developers • And the ones that we are not so conscious of! – Historical, social, technical, ethical, cultural, personal and critical perspectives • What about business perspective? 8/2/2011 3 Visual Design Fundamentals: Composition • The foundation for any successful work of visual representation is composition – Direct the user attention – Introduces intention to the arrangement of images • Without composition an image is simply a random collection of colours and shapes • Composition...
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This note was uploaded on 10/03/2011 for the course SIT 253 taught by Professor Nothing during the Three '11 term at Deakin.

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Lecture4 - Composition and 3D Domain - 1 Lecture Lecture 4...

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