u15 kickstart

32
Unit 15 OCR Nationals – LEVEL 3 Kick Start

Upload: s-angland

Post on 07-Nov-2014

823 views

Category:

Education


0 download

DESCRIPTION

Launch pad for one of the more challenging Options Units - U15 on computer game art and animation

TRANSCRIPT

Unit 15 OCR Nationals – LEVEL 3Kick Start

OK, you asked for it

Remember there are NO Model Assignments for the Option Units, so I am winging it. For this Unit, however, I am also relying a little on the new textbook from PG, so we’ll see how that goes.

Scenario

A local graphics company has been ‘dabbling’ in online graphics. They would like to develop a character and platform for a game that they can refine and develop as the technology progresses.

Unfortunately, since their experience only extends to playing The Sims and Space Invaders (and watching Tron) they’re not too sure what they’d be getting themselves into...

AO1: Analyse the principle components of game art

O what a tough AO! You need to study the following, and see if you can come to conclusions about the principle components of game art: environments characters objects, including vehicles and weapons interface graphics basic texturing lighting rendering

AO1 Hints

Be very clear in your mind about what you’re looking for.

This could be a presentation or written report

MUST analyse the types of elements shown in a chosen genre/platform...

AO1 grade guides

For Pass – and therefore all the others: provide a brief description of game art

components, covering environments, characters, objects and interface graphics.

They use examples from existing games, these may be limited.

AO1 grade guides

For Merit: provide a detailed analysis of game art

components, covering environments, characters, objects and Interface graphics.

They use a range of suitable examples from existing games.

AO1 grade guides

For Distinction: provide a comprehensive analysis of

game art components, covering environments, characters, objects and interface graphics.

They use a wide range of suitable examples from existing games.

AO2: Produce concept art for a game project Time for the pen and paper approach!

What would the character look like? Come up with some drafts first – for example, look at how Woody in Toy Story changed (watch the extras on the DVD!)

Make sure your character in final draft is appropriate for their context, and for the tools you have for their creation!

AO2 Hints

The key to this one is time, time, time. Look at the AO grade guide and you’ll see that you need to show an awareness of the elements of game art in your character: this is gonna take some drafting and a clear idea in your head.

AO2 grade guides

For Pass – and therefore all the others: create simple concept art for most of

the game aspects, although you may not have achieved these to any degree of artistic merit.

The concept art produced may not be appropriate.

AO2 grade guides

For Merit: achieve a good standard of concept art

that will effectively communicate most of the elements of game art and how it is created.

The concept art produced is appropriate.

AO2 grade guides

For Distinction: Candidates demonstrate an extensive

understanding of all elements of game art and how it is created

They have an original approach to the creation of concept art that is executed to a near professional standard.

All the concept art produced is appropriate and effective

AO3: Summarise the principles of animationas applied to computer games Now we’re onto the serious stuff – real nuts

and bolts. You have to research and compile a study of

principles of animation: Key frames and between frames (tweening) Loops and cycles Different animation techniques:

vertex animation cluster based bones driven morphs and morph targets others Character animation: bones-based and body parts

AO3: hints

Some of this you have already encountered, on a basic scale Tweening; frame-by-frame Layers

The rest is going to take some research. Start with workable definitions, and then check out the examples. Once you’ve seen them you are more likely to understand how they operate

AO3 grade guides

For Pass – and therefore all the others: demonstrate a basic knowledge of

animation, both in general and as specifically applied to computer games.

use examples to illustrate this, these may be limited.

AO3 grade guides

For Merit: demonstrate a detailed knowledge of

animation, both in general and as specifically applied to computer games.

analyse existing animation examples

AO3 grade guides

For Distinction: demonstrate a comprehensive

knowledge of animation, both in general and as specifically applied to computer games.

analyse a wide range of existing animation examples.

show an in-depth understanding of relevant techniques and concepts.

AO4: Recognise the technical constraints associated with the creation of game art

What are the current limits? What can we ‘not yet’ achieve? Realtime 3D rendering Polygon counts and texture sizes Comparisons between different engines

and platforms

AO4: hints

Yup this is the sticky bit. You get that fantastic design, and then the software isn’t up for it. Allegedly this is the reason we were spared the wonder of that wretched Binks character in the second batch of Star Wars films...

You need to look for a number of elements in this AO that limit the extent to which imagination becomes animation...

AO4 grade guides

For Pass – and therefore all the others: demonstrate a general awareness of the

technical constraints of computer games art and animation.

understand in principle how to create optimised art and animation assets.

AO4 grade guides

For Merit: demonstrate a detailed awareness of the

technical constraints of computer games art and animation.

understand how to create optimised and efficient art and animation assets.

understand some of the technical requirements of various platforms.

AO4 grade guides

For Distinction: demonstrate a comprehensive awareness

of the technical constraints of computer games art and animation.

demonstrate the ability to create optimised and efficient art and animation assets.

fully understand and explain the main technical requirements of various platforms.

AO5: Create a simple 3D game level Your character needs a context. But

this is NOT just playing on an art prog – look: Use examples from existing games to

understand the concept of game level Simple game level sketch:

draw a plan view or map use image or photographic reference if appropriate

Simple level model using 3D package: create floor area, terrain, track or course add features and/or simple buildings using box

modelling and texturing

AO5 grade guides

For Pass – and therefore all the others: conceive and create a very simple game

level using rudimentary objects and textures.

The game level may not work as intended. For Merit

create a 3D game level using properly modelled surfaces and textured objects.

The game level is based on a coherent and well planned structure and map design.

There is some evidence of original and creative design.

AO5 grade guides

For Distinction excel in the creation of a 3D game

level, demonstrated through a highly detailed level design map and executed using fully modelled and textured terrain.

include other appropriate elements plus additional objects and details which may well be derived from your own investigations and research into levelcreation through analysis of existing titles and resources.

AO6: Create and animate asimple game character - I And this is the whole 9 yards...

Game character: examples from existing games appearance, styling, moves and behaviours

Reference material: character image reference photos cartoon and graphical characters

Game character - initial techniques: sketching marquette modelling modelling reference: front and side views

AO6: Create and animate asimple game character - II And this is the whole 9 yards...

Modelling and animating a game character:

torso, limbs and head bones, joints and skin creating a simple walk cycle basic character controls

AO6: hints

Just like in the animation DVD extras, you now have to create a character that walks, maybe nods, smiles perhaps... Basically is ANIMATED Watch for colour changes for 3D in

shadows and movement. Spend more time on faces since these are

the first things people notice

AO6 grade guides

For Pass – and therefore all the others: achieve a basic standard of character

design. conceive and create a simple game

character. produce artwork and animation and

demonstrate some knowledge of techniques and concepts of computer game animation.

AO6 grade guides

For Merit achieve a good standard of character

design, both in conception and execution. model a simple game character with at

least one animation cycle. produce artwork, modelling and animation

competently and demonstrate good knowledge of techniques and concepts of computer game animation.

There is some evidence of original and creative design.

AO6 grade guides For Distinction

achieve a fully realised 3D game character of a high standard, with animations incorporated.

model a simple game character with at least two different animation cycles.

produce artwork, modelling and animation to a high standard in both 2D and 3D.

show a high level of aesthetic and creative flair in character creation and animation

The work is completed to a near professional standard, with original ideas and designs fully executed with pleasing aesthetic qualities and evidence of technical prowess.