Chapter 6.1 Visual Design.

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Presentation transcript:

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

Graphic Design Principles Balance Symmetrical balance Asymmetrical balance Rhythm Emphasis Unity

Elements of Graphic Design Line Shape Space Texture Size Color

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) Subtractive Color Additive Color Reflected light such as printing (CMYK) & painting Additive Color Emissive light such as computer screens (RGB) or television.

User Interface Design Simplicity Consistency 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 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) Typographic Fundamentals Serif vs. san-serif fonts International font considerations Kerning and hinting Creating a game font Allow ample time for production