Chapter 6.1 Visual Design. 2 Visual Design The management and presentation of visual information Two...

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Chapter 6.1 Visual Design
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Transcript of Chapter 6.1 Visual Design. 2 Visual Design The management and presentation of visual information Two...

Page 1: Chapter 6.1 Visual Design. 2 Visual Design The management and presentation of visual information Two dimensional & three dimensional communication The.

Chapter 6.1Visual Design

Page 2: Chapter 6.1 Visual Design. 2 Visual Design The management and presentation of visual information Two dimensional & three dimensional communication The.

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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

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Graphic Design Principles

Balance Symmetrical balance Asymmetrical balance

Rhythm Emphasis Unity

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Elements of Graphic Design

Line Shape Space Texture Size Color

Line Shape Space Texture Size

QQ

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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

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Color Theory (2) Subtractive Color

Reflected light suchas printing (CMYK)& painting

Additive Color Emissive light such

as computer screens (RGB) or television.

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User Interface Design Simplicity

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

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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)

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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