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Perspective, Scene Design, and Basic Animation

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Presentation on theme: "Perspective, Scene Design, and Basic Animation"— Presentation transcript:

1 Perspective, Scene Design, and Basic Animation
Chapter #4

2 Perspective Views First-Person Perspective Second-Person Perspective
Third-Person Perspective Changeable-Person Perspective

3 First-Person Perspective
First person is seeing from your character's eyes Being the character Player see through the eyes of the character Used when the player would not be able to see the character being controlled but can see everything the character sees Entire background scene moves Driving or shooting games

4 First Person Perspective Video Game

5 Second Person Perspective
Second person would be seeing from the eyes of your target Least used in video game design Opponent’s view (sports games)

6

7 Third Person Perspective -2D games
Platform View… Shows character in profile and a side view of all obstacles Overhead View… Shows character and surroundings from a perspective high overhead.

8 Third-Person Perspective
third person is seeing from some unrelated parties' eyes Also called a spectators view Most versatile view on a video game View of a neutral third person View shows both the player and the opponent Allows multiple viewing angles List angles???? overhead behind any angle left - right forward of the player

9 Third Person…

10 2D third person Platform View Overhead View
Shows the character profile and a side view of all the obstacles Overhead View Shows the character and surroundings from a perspective high overhead.

11 Platform View

12 Overhead view

13 Changeable Perspective
Allows player to set the camera perspectives

14

15 Scenes The placement of objects on a game frame to create an attractive layout, obstacles, and objectives that convey the story and mood. Background… Enhance the gameplay experience – feel and mood of a scene Color Palette… Set of colors used consistently throughout the scene to maintain mood Active Object… An object that the player can interact with Background Object… An object that the player can not interact with Backdrop… Trees, buildings etc.. Elements of the scenery that the player can touch or walk behind.

16 Feel & mood

17 Active scenery Mr. Crab

18 Storyboards Sketches that help organize & plan what will happen in a video game

19 Image Properties Scene dimensions are measured in PIXELS (picture elements) Pixels… Smallest points or dote of color a computer screen can generate Can only be one color at given time All objects displayed onscreen are created with pixels

20 The higher the dpi the higher the resolution
50 dots to make a one inch line = 50 dots per inch (dpi)

21 Clarity Interpolation: refining spaces between the pixels Dithering..
Related to the DPI…more DPI increased clarity Low resolution = pixelated image (blurry) Interpolation: refining spaces between the pixels Inter…space between / polation…polishing –finishing Dithering.. Filling in the spaces between the pixels Native Poles.. Color fill space between two native poles

22 Adjacent pixels …Native Poles
Interpolated pixel

23 More pixels …need more memory to generate items
Screen Dimensions More pixels …need more memory to generate items Designers need to know what type of computer system the game will be played on. 1280 x 780 resolution… create frame to fill 1280 wide x 780 high to fill screen Screen dimensions determines the gameplay dimensions… 2D…2.5D or….D

24 Images Raster Images 2D games Made of dots or pixels
Each pixel has a specific color & location to construct the final image Raster image is called a BITMAP…each location is mapped on a grid Originally… bitmaps were only made at a bit depth of 1 Bit Depth.. binary measure of color 1=white (black & white only) Bit depth of 4 = 16 colors / 8 = 256 colors

25 The smiley face in the top left corner is a raster image
The smiley face in the top left corner is a raster image. When enlarged, individual pixels appear as squares. Zooming in further, they can be analyzed, with their colors constructed by adding the values for red, green and blue

26 True Color.. RPG color Bit depth of 24 = 16,777,216 colors Human eye can only see 10 million colors Deep Color.. Windows 7 up 48 bit depth Gamut.. Deep color produces a gamut of over 1 billion

27

28 Alpha File Different parts of the object would have different levels of transparency depending on how much you wanted the background to show through. This is especially important for animation, where the background changes from one frame to the next.

29 Vector Images not made up of a grid of pixels
comprised of paths, which are defined by a start and end point, along with other points, curves, and angles along the way

30 Compression Loosy compression-If, after compression, the original file cannot be brought back again (like humpty dumpty), then the compression is said to be Lossy. Loosless compression -When a file that has been compressed can be decoded back into its original form with zero loss of information, the compression is said to be a Lossless Compression.

31 Reducing CPU Usages Blitting
The term blit is shorthand for bit block transfer, which is the process of transferring blocks of data from one place in memory to another. Graphics programmers use blitting to transfer graphics from one place in memory to another. Blits are often used to perform sprite animation, which is discussed later. Double Buffering Two buffers are commonly used to speed up program execution. Data are processed in one buffer while data are written into or read out of the other.

32 Tile-Based Games Linked

33 Two Dimensional Games Can only move up, down, left, right
Flat characters and background Linked

34 Game Frame Entire game world – on & off screen Visible play area, stage or scope What is displayed on screen Scrolling When the game frame is moved Sprite character set Collection of 2D assets- poses

35 Coordinate system Parallax X = left & right horizontal directions
Y= up & down vertical directions Parallax Create depth in 2D Multiple background maps Linked

36 Two & Half Dimensional Games 2.5D
2D backgrounds graphics 3D characters & obstacles Hybrid game Linked

37 3D Games Visual Perspective Vanishing Point
3D characters and backgrounds Sprite are 2D – Models are 3D = X, Y, Z Computer generated in real time to show correct angle & pose Visual Perspective Creates the sense of depth using shading and narrowing to represent the third dimension of depth on a 2D screen Vanishing Point The point in the background where the edges of all assets meet at a single point.

38

39 Pixel Shading Move further from light source, things get darker
Move closer to light source, things get brighter

40 Vertices Point on a 3D model where the corners of adjacent faces meet
Scaling Depth Round object Geodesic Sphere Linked Linked LINKED

41 Mesh Gluing pieces together

42 Active Animation

43 Test Review G-Wlearning.com


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