Saturday, November 17, 2012

Ch: 10 Emphasis

Chapter: 10 Emphasis

 
         As designers we use emphasis a lot to convey what we want the audience to focus on. Why we emphasis is to help that vocal point stand out or that one object we want to be the main part of that design. There are so many ways you can emphasis in your design, from color, shape, value texture, positioning scale, the list is pretty wide. Every little thing you adjust helps bring out what your trying to tell your audience.


        The screenshot below form Assassins Creed 3 you can see how the value in the picture is showing emphasis on the assassin in the middle of the picture.Everything around him is of a darker value and less detailed making him stand out and become the vocal point.


 Bennett, Matthew. "Gamescom 2012: Assassin’s Creed III Naval Warfare Trailer." Gamescom. EGMNOW.com., 14 Aug. 2012. Web. 2012. <http://www.egmnow.com/articles/xbox_360/gamescom-2012-assassins-creed-iii-naval-warfare-trailer/>.


  • Collage- Is a design made by placing several different materials on a paper.


         In most  Grand theft auto games they all ways have a collage of screenshots to emphasis the idea of the game and tittle. Each panel or picture in the collage help supports the idea or vocal point.


Jones, Rob. "GTA V Info Is Revealed, Three Protagonists and Largest World to Date." Gamereuphoria. GamerEuphoria, 9 Nov. 2012. Web. 2012. <http://gamereuphoria.com/2012/11/gta-v-info-is-revealed-three-protagonists-and-largest-world-to-date/>.


       By blurring out the background in this design from Skyrim. The design emphasis's more on the warrior than the background making him the focal point for your audience.


Cheong, Ian M. "Skyrim Hearthfire DLC Lets You Build Your Own Home." Gameranx. Gameranx., 28 Aug. 2012. Web. 2012. <http://www.gameranx.com/updates/id/8865/article/skyrim-s-hearthfire-dlc-lets-you-build-your-own-home/>.

Friday, November 16, 2012

Ch: 9 Balance

Chapter: 9 Balance


        Balance is very helpful when we look at a design, it can show size and proportions to something, empathizes on an objects importance or make the design easier to look at. having a bigger object in a picture you'd balance this out by having a smaller object in the picture. you can even balance a design just by placing objects at certain areas of the paper.

  • Bilateral Symmetry- an object is in the same position as another object but right across from it, making it seem as if it was a mirror image.


        Ratchit Vs Jak you can see that there is Bilateral symmetry. They may not be the same person but they are in the same spot just across from each other and mirroring one another. You could draw a line straight down the middle and it would be even, excluding the helms getting in the way.



 "Jak and Daxter." Fanpop! Fanpop, Inc, 2006. Web. 2012. <http://www.fanpop.com/clubs/jak-and-daxter/images/1342986/title/jak-vs-ratchit-photo>.

  • Axis- weight in the design is distrusted equally on each side of the axis.

         In the Sims 3 screenshot you can see the balance of the design. Each side has the same number of Sims and diamonds. The logo is positioned right in the middle giving balance to both sides.


Nicks. "Sims - The Sims Picture." Stuff Point. Stuff Point, n.d. Web. <http://stuffpoint.com/the-sims/image/20264/sims-picture/>.


         Call of Duty Black ops you can see how the jets give the soldiers more of a balanced look instead if they weren't on the right hand corner of the screenshot.


Bell, Lee. "Black Ops 2 Zombie Mode Debuts in a Video Trailer." The Inquire. Incisive Media Investments, 27 Sept. 2012. Web. 2012. <http://www.theinquirer.net/inquirer/news/2208701/black-ops-2-zombie-mode-debuts-in-a-video-trailer>.


Thursday, November 15, 2012

Ch: 8 Scale & Proportion

Chapter: 8 Scale & Proportion


          Scale and proportion are pretty much the same thing, they each have to deal with size. Proportion may refer to size being measured up against other objects while scale is more. For an example having a toy fire truck beside a real fire truck in a garage. With these two objects right up to each other you can tell it's proportions to one another and it's scale to every thing around it.  Scale and proportions help us in art by emphasizing how real an object can be by placing a object that is naturally bigger than it beside it. When showing the importance of a symbolic figure you can use scale and proportion. Making that symbolic figure bigger than the rest of the objects in that design shows it has more power, it's bigger! You can change the scale of an object to emphasis on it more or make it the vocal point in your design, this is called Surrealism. Enigmatic is another way, simply make things way out of proportion to one another, such as a small apple sitting beside a giant worm.  This can show the impact of that apple or the meaning your trying to share with your audience


  • Enigmatic- Having objects bigger than they should be in the world.

          In this screen shot from World of Warcraft the Pumpkin in the field is a lot bigger than it really should be compared to the Pandarian. 



             "Breakfast Topic." Wow Insider. AOL Inc., n.d. Web. 2012. <http://wow.joystiq.com/category/breakfast-topics/page/2/>.


  •  Surrealism- Something changed to look way different than it really, should such as if isn't a tree but really is.

         Seen in this picture the tree's basses are distorted to give them a different look, yet they still are a tree.
       Boe, Derek. "Media/Video Game Surrealism." Playedtodeath. WordPress.com, n.d. Web. <http://playedtodeath.wordpress.com/2011/07/04/mediavideo-game-surrealism/>.

         In this screenshot form Halo4 we can see the proportions between the Mammoth (larger vehicle) and the warthog (smaller vehicle.) With the surroundings you can see their proportions to the real world as well.


Miller, Matt. "Halo 4." Gameinformer. Gameinformer, n.d. Web. 2012. <http://www.gameinformer.com/games/halo_4/b/xbox360/archive/2012/11/01/halo-4-review-343-industries-balances-old-and-new.aspx>.

Thursday, November 1, 2012

Ch: 7 Lines

                                                                  Chapter: 7 Lines


        We all should know what lines are by now. We see lines in everything, just stop and look around the area your in. I'm sure you can find a line some were. With lines being so common you'd think eh lines don't matter that much. Your wrong, lines can make and brake yous design. Each line can help define a object or show the intensity of that object. Plus how think, thin, light, and dark can even change the mood of your object. There are many different types as lines as well.

~Cross Contour-Lines that appear to wrap around the object outlining it at an angle.

       As seen in this picture God of War series. The background is blurred but gives it a look as if was outlining the man and the blood looks as if it were doing the same.

                          Seibold, Witney. "CraveOnline." Crave Online. , LLC. CRAVEONLINE MEDIA, n.d. Web. 2012.                  <http://www.craveonline.com/videos/filmtv/00010210/the_spirit__vfx_featurette.html>.

~Implied Line- Is were several points are placed so that your eye automatically connects them together.

           You can see there is no real line on this picture connecting the two dragons from Spyro together, but your eye makes a imaginary line when you look at it. You know that the tow are connect by how they are placed in the picture even with out that be line in your face.
 "Spyro the Dragon (PS)." Game Stop. CBS Interactive Inc, 9 Sept. 2009. Web. 2012. <http://www.gamespot.com/spyro-the-dragon/images/39034/>.

~Psychic Line- There is no real line but we feel as if there is.

        Broly's arm isn't a line but to your eye it's connecting him to Goku form Dragonball Z.
Kramer, Jason. "Dragon Ball Z: Tenkaichi Tag Team." Gamesradar. Future US, Inc, 1 Nov. 2010. Web. 2012. <http://www.gamesradar.com/dragon-ball-z-tenkaichi-tag-team-review/>.