How will you be creating your digital graphics?
- Consider
technical limitations and the screen resolution
- Consider
software (Adobe Photoshop, Adobe Fireworks, GameMaker) – also the
interface too (work area, tool box, status bar, file information, window
control, floating palettes, palette docking, tabs etc…)
- File
extensions and compression for the files
- Consider
technology (Computers, laptops, peripherals etc…)
- Graphic
specification
- The
plan
- Time management –
deadlines (production schedule, deliverables and quality assurance)
- Asset management –
export file path, file format, compression, file naming conventions and
file backup
- Workflow –
optimising, bit depth, resolution
- Menu – open,
save, new, import, export, edit
- Image settings –
size, resolutions, width, height, colour mode, transparency, aspect ratio,
file name
- Drawing tools – the
tools I have used to create my sprites are(tool options, brush, pencil,
duplicate, clone, fill, text, line, shape, zoom, guides and rulers, grid,
palettes eg, colour, gradients, layers, object, brushes, history, actions,
size, layers, eg copying, saving, arranging; flattening; colour selection,
eg foreground, background, colour swatch and eye dropper.
- Editing tools: lasso, copy, paste,magic wand, scale, rotate, erase, fill
- Advanced tools: brightness, contrast, transparency, brushes
- In-Game Graphics: heads up display, gif, animation, image textures, concept art, Weapons, character, vehicles, environment backgrounds
- Print media graphics: game packaging, box cover, manual. label, poster, concept artwork
- Production stages: original development files, final flattened, optimised image
- Aesthetic qualities: composition, colour palettes, typography, creation of meaning
- Industry practice: reflect on finished product (compared with original intentions, fitness for purpose, technical qualities, aesthetic qualities), productions skills (ideas generation, graphics specifications, workflow and time management, technical competence),
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