Wednesday, September 25, 2013

Wk05 - Title Screen Assignment Starting Draft




So here I move the pupil around to show as if the I is searching for something maybe a target.

I start moving the header making him straight. Also both the grass and the clouds move.

After the Eye goes up with the title and cloud, the menu appears in the screen.

In the end when a mouse passes on the New Game it changes color...


Tuesday, September 24, 2013

Wk04 - Moodboard Assignment Final

My first idea was to bring the three main images used to present my game, with their sub color palette. Then after arragning them in one single document, I decided to make a general color palette that I would use to unify and define my game through those standard colors. I chose 7 colors that would define my game, 2 of them being dark, two enhance the shades and the reality in the game. The five other colors were based on the elements that will be part of the game, the brownish and yellowish colors are shown as the dirt or dust on the walls, and on the floor, which define the old times where the floor was actual sand (because of the wind the air would look as if dust is all over the place). The bluish color would show through different tones, both the sky and the water bodies in the game. The greenish color would enhance the flora of the game and most of the time be used to make the character stealth. When the character starts the armor he gets lets him less stealth since it is a strong red which makes you appear clear in the stealthy flora. The white is to identify the clouds, and the light reflected on characters, water bodies, and plants.







I decided not to use headers since I already included them in the presenting cards that I created. Through the logo, I tried to imitate the setting of the game, with both the sky and its elements, and the flora and its movement because of the wind. I changed the logos color since the colors that were used before weren't being part of the general color palette. Now we can observe the unification of the logo in the game setting. This characters are all possibilities of what can be the first race/class of the game. Through the change in colors and the help of the blur on the frames we can observe that the images are as if they are part of the card. The presentation became more fluent and unified with the help of similar colors used throughout the images. The setting is pretty straight forward colors have to be more yellowish/brownish to show the dust and dirt throughout the city, and to situate the player in the game with the difference climate changes (for example: wind blowing = dirt flying through the screen). By last there is the game play through using few other layers to multiply and cast a soft light on the images I made them unify in the scenario or card I created. The different scenes showing the attacks or weapons you can use also show the different color usage in every situation, for example the main image shows the normal daylight. The one in the bottom right shows a light being cast by a fire in a cave. The last one is the one in the bottom left where the player is walking in the night with the moonlight guiding him.



Tuesday, September 17, 2013

Wk04 - Moodboard Assignment First Draft

I started my moodboard assignment with one of my favorite games, The Elder Scrolls V: Skyrim. As seen in the image the colors are more vivid, less realistic, but more artistic or magical. The intensity in the brightness and saturation causes an awesome effect of a magical fog taking over the character's body. This mystical air, or we can call it the character's aura is being shown through stronger colors, the usage of less realistic colors, and more magical (higher saturation and brightness). 

While looking into my logo, I realized that I used colors that are less saturated, showing a more realistic view, and that those colors were close to each other in terms of Hue. Colors ranged from 50 - 65 Hue, which caused in a more unified logo, but in a less realistic Eagle Eye. I could've used more colors to try and show the realistic touch in the logo but for the lack of experience in Photoshop, I preferred doing a logo that is more precise and simple which is what the main character is.  


In characters, I chose one of the images, so that I could focus in one single race/class. I chose the animalistic character so that I could see which colors they used to do this realistic view of the character. In this image the saturation and brightness are all over the place showing that realism is brought through not only vivid colors which show the lights, but through colors that help identify the shades and cause us to see 3D objects. This character is built with so many colors that what actually defines the great job, or the grand creation are both the colors of light that is reflecting on him and the colors of the shade that are dropping off him.


In the environment we can see that the colors used are all with a low saturation, showing that the blurry view is being affected by the climate in the game. We can see that the clouds are taking over the scene as if they were bringing a foggy view of the city. This less saturated view shows a less vivid but still realistic view of the game. The point is that the view is not using vivid colors so that you will focus on the entire view and the affect the climate causes on it, if it had vivid colors some of the objects would gain more attention than others and the point is to see the whole scene, not its specific details.


In the game play we can see that the colors used are both greatly saturated and low saturated, meaning the view is meant to be seen in its details and with perfection. For instance, the light reflecting on the water is shown through a bright blue, while the light reflecting on the characters wrist protector is a lighter red. The amazing values we can observe through our palettes are really cool, since we can see that most of the images are using colors that range from dark to bright showing that the artist will focus on 3D shapes, through the dark shades. Also to create a more realistic view you need to use a variety of tones of the same colors, changing their brightness, and saturation.