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Supporting Gameplay with Art

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What is “Gameplay” ?

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WHAT IS “GAMEPLAY” ?

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Graphics are NOT Gameplay...?

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GRAPHICS ARE NOT GAMEPLAY - Example # 1

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GRAPHICS ARE NOT GAMEPLAY - Example # 2

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GRAPHICS ARE NOT GAMEPLAY - Example # 3

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GRAPHICS ARE NOT GAMEPLAY - Example # 4

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Game art should SUPPORT GAmeplay!

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EACH ASSET HAS A PURPOSE

Assets crucial to gameplay ( = Interactable )��Player Character (Duh!)�Enemies (Duh!)�NPCs (Quests)�Animals/Creatures (RDR - Horses, Minecraft - Pigs)�Items (Weapons, Potions, Vehicles)�Level elements (Doors, Ledges, Ladders)�Effects (Fire, Water)

Supporting assets ( = Non-Interactable )�Environment assets (Trees, Buildings)�Background (3D - Skybox, 2D - Background)�Wildlife (Birds, Mice)�Ambient effects (Wind, Smoke, Clouds)�Lighting (Visibility, Ambience)

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If it doesn’t, is it necessary? Prioritize, don’t waste time!

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The purpose needs to be COMMUNICATED!��( But how? )

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Visual Hierarchy

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VISUAL HIERARCHY - TL;DR

“The elements of a game scene forms a natural hierarchy of importance. For example, the player, followed by enemies, followed by interactive objects, followed by background elements. Color can help make this hierarchy visually clear. In visual works, such as painting and film, this principle is used to guide the viewer’s visual focus to what is important. In interactive works, this is even more important, because it helps the player figure out what to do: where to go, who to attack, what to pick up.”�� Color in games: An in-depth look at one of game design's most useful tools��“It’s helpful to create your assets with the big picture in mind, even if you're working in the vacuous space that is a blank Photoshop file. However, your job can be greatly simplified by organizing your assets into levels of importance in terms of gameplay—with the main character (or object) on top, followed by other interactive objects, surfaces and enemies, followed by anything else. In most cases these levels will form a pyramid, with the most significant elements taking up the least physical amount of screen space. You're going to want to render these assets and distribute colors accordingly. In terms of the 1990’s food pyramid, the fats, sugars, and oils of your palette—the tasty colors—should be reserved for your character only. To prevent your product from turning into a game of Where’s Waldo?, you want your character to stand out, and the best way to achieve this is with contrast.”�� Visual Hierarchy for Game Developers: A Practical Guide to Making Important Stuff Seem Important�

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VISUAL HIERARCHY - So basically this

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> > > ��

� More important_ Less important_

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VISUAL HIERARCHY - Example # 1

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VISUAL HIERARCHY - Example # 2

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VISUAL HIERARCHY - Example # 3

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VISUAL HIERARCHY - Example # 4

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VISUAL HIERARCHY - How to:

��Bright colors (Red, Green, Complementary colors)�High contrast (Black outline + Light colors, etc.)�More detailed (Main characters > NPCs, etc.)�Good silhouette (Mickey Mouse, Halo Energy Sword)�Exaggeration (Enemies spiky, Heroes round)�Lighting (Spotlight, “Godrays”)�Effects (Particles, Glowing parts/outline)

��Muted colors (Limited palette, Desaturated)�Low contrast (Dark or Light, not both)�Less detailed (Smaller & Tiling Textures)�Generic silhouette (Simple shapes -> a cup)�Blend it in (Assets should “belong”)�Lighting (Create a mood, don’t overdo it)�Effects (Natural, not distracting)�

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Is the asset important to the player/gameplay?�

YES - EMPHASIZE!

NO - TONE DOWN!

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Emphasize!

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EMPHASIZE - Bright colors

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EMPHASIZE - High contrast

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EMPHASIZE - More detailed

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_Environment “Hero” asset_

_Environment asset_

_>_

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EMPHASIZE - Good silhouette

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EMPHASIZE - Exaggeration # 1 (Symbolism)

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Circle: innocence, youth, energy, femininity�

Square: maturity, stability, balance, stubbornness��Triangle: aggression, masculinity, force

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EMPHASIZE - Exaggeration # 2 (Stylization)

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EMPHASIZE - Lighting

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EMPHASIZE - Effects # 1

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EMPHASIZE - Effects # 2

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https://goo.gl/6eYClS

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Tone down!

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TONE DOWN - Muted colors

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Characters

Background

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TONE DOWN - Low contrast

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TONE DOWN - Less detailed

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_Tiling textures_

_Per-asset textures_

_<_

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TONE DOWN - Generic silhouette

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TONE DOWN - Props should blend in

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TONE DOWN - Lighting

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TONE DOWN - Effects

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Test it!!

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  1. Sketches & Mockups
  2. Test in practice
  3. Iterate
  4. Repeat steps 2-3 until “perfect” (or out of allocated time/budget)�

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TEST IT - Sketches

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Concepts for an unreleased game by me (2014)

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TEST IT - Mockups

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_Early Mockup_

_Final Game_

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TEST IT - In practice # 1

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The assets inside Construct 2 game engine

Assets from my 1st year of studies at KUAS (2013)

_Individual assets_

_Do they fit together?_

_NO:_�_Busy BG_

_Dark FG_

_NO:_�_Busy BG_

_Light FG_

_OK:_�_Dark BG_

_Light FG_

_A_

_B*_

_C_

_A_

_B_

_C_

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TEST IT - In practice # 2

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Same asset in UE4 (Wrong tangent basis)

Normal-mapped asset in Marmoset Toolbag 2

_3D Software_

_Game Engine_

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TEST IT - Iterate # 1

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TEST IT - Iterate # 2

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Tips & Tricks? (WIP)

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Silhouette/Thumbnail sketching�� - Fast� - Small� - B&W, Grayscale� - Silhouette� - Value��Do mockups!�Squint your eyes! (Or blur image)�Photoshop contrast check (Grayscale/B&W)�Adjustment layers in general + masks�Make animations fit into in-game speed (2D&3D)�Colorblind check (Proofing)�On-screen color picker (Ctrl+Alt+Shift+RMB)�Brush Size/Hardness/Opacity (Alt+RMB+Up-Down/Left-Right)�