Tuesday, October 26, 2010

Perception Cues


I chose the popular mass multiplayer online game world of Warcraft as an example of where perception cues are present. All of the perception cues must be present for the user to experience the virtual reality present in the game. Overlap is used to distinguish what is behind something else. There needs to be linear perspective, relative height, relative size, flow pattern, and texture gradient at all times as the character is controlled in order to make the virtual world come to life. For example, if there were no texture gradient, the virtual world would just be a hollow shell. If there wasn't any relative height, the world would seem impossible. With no optical flow, the virtual world would be unable to move with the character, the game would be adventure-less.

http://www.wired.com/gaming/virtualworlds/commentary/games/2008/07/gamesfrontiers_0728

Tuesday, October 19, 2010

Tone And Color

http://www.youtube.com/watch?v=hxd7W7q-THw

I chose the Pixar short JackJack Attack to demonstrate tone in motion graphic design. In the beginning stages of motion graphic the design, the idea must first be sketched. By using line sketch and tone, the image begins to come to life. Tone is used in this link to demonstrate where there is light. When there is light, there is color. For example, right when the baby ignites itself the tone drastically changes to really make that scene really intense.
Color and its reaction to tone is extremely important in creating motion graphic design, especially when it is directed towards a young audience. Hue, saturation, brightness, and value must be used intelligently to capture the audience. Light/color/tone is also important for 3d animation in creating depth and making something look whole.
Colors need to be pretty simple in creating something such as a childrens movie because basic colors are important to recognize.

Tuesday, October 12, 2010

Motion graphic design

I chose this picture as an example of how the basic element line is active in the process of motion graphic design. By utilizing point and line, designers are able to create 3 dimensional models before adding texture. With just points and lines depth, movement and tone can be seen before adding any color. Point and line is no longer active once texture is applied.


I chose this picture to demonstrate movement active in motion graphic design. The character jumping over the turtle portrays some sort of physics in this design. A physics engine that makes sense to people is very important otherwise the design will seem ambiguous to most people. Point and line can still be active during movement.


I chose this last picture as an example of tone. I think pixar is by far one of the best in the motion graphics department. Point and line is no longer active, yet tone And texture overlays the model, making the design realistic to the viewer. By using point and line, 3d was possible. By adding color, texture and tone, light is possible.

Tuesday, October 5, 2010

Success and failure

I chose an example of character design for a video game. Here the syntactical guidelines are put to use by using balance for the character. There is a horizontal and vertical axis (felt axis) because he has the human form. There isn't a lot of stress, except a little in the upper right hand corner where sinuous curves are seen. There is a good use of leveling with the title of the character and the name of the game in the bottom left. This is a showcase of a character design.

There is lot of stress on the right side, so that it is hard to tell exactly what this is at first. It took quite a long time to realize its two robots in an embrace, It was hard to distinguish if there is a felt axis.