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Shrunken Game Development Update
I have finally completed making the game after so many struggles. I really overestimated myself on what I could for this project which caused me to drop so many ideas I originally had at the start of this project. Next time, I do something like this, i need to first understand the limitations of my abilities. In this final update, you can see the completed inside of the apartment without the roof and a close up of the kitchen (which looks like quite realistic if I do say so myself). I also included a screenshot of the level end panel because I had fun coming up with the dialogue for this. Perhaps I should try to make a story game in unity in my free time.
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Shrunken Game Development Update
The art assets are starting to come together. You can see the living room and bits of the kitchen along with the roof added in. I am slowly on the road of recovery after my medical scare. However, the severe side effects of my medication has drastically reduced the time I can spend in front of the computer so I had to drop a lot of early ideas I had for the game in order to finish in time. Instead of having patrolling enemies, the obstacles of this game are just quests players will be required to complete. This will then unlock new areas to “explore”. To make sure the “flight” mechanic and character models didn’t look out of place, I changed the storyline of the game from a child that was mysteriously shrunken and helping dust bunnies to a child turned into a toy who must help other toys collect toy coins to catch their mad scientist parents’ attention. Hopes to finishing this game.
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Shrunken Game Development Update
I started adding art assets to the game after finalizing the Whitebox design. After going through another playtest and receiving some feedback, I decided to change the characters and the story plot line to match the character assets that I could find. The gameplay and mechanics remain the same. Another feedback that I found helpful was to place collectables in the air to show mechanics.
Because of a sudden medical emergency, I spent several days recovering so I lost time to work on the game. Considering the amount of time I have left, I might have to scale the apartment down or reduce the amount of quests. I hope I will still be able to create a successful game in time.
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Shrunken Game Development Update
After creating the basic white boxing of the game, playtests were done to get feedback. Thanks to the people who tested the layout and basic mechanics of my game, I received so good advice on how to improve the game. One was to include a mouse lock where players have the option to see or not see the mouse cursor since the mouse is used to control the camera movement. Because I couldn’t figure out how to code a climbing mechanic, I found a free third person character controller in the unity asset store that included a flying mechanic. Some of the testers liked the flying mechanic. Some suggested to have a double jump option or mini platforms to reach unreachable areas. Personally, I prefer to keep the flying mechanic. As that does make things much easier, I will have to include more obstacles that will inhibit players from using it too often. If I am able to figure out how to code the double/triple jump option, I will switch that with the flying mechanic.
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Shrunken Game Dev Update
For the past week, i’ve been working on the development of my game Shrunken for class. With the level layout planned, I went ahead and did whiteboxing where I added in blocks to create the walls, doors, tables, counters etc. so i can test out the size ratio and how it feels as if it was a working game. I am still working on game mechanics and character controls but so far the collectables are pretty much the only thing i have at the moment. Hopefully I can add in more features such as a climbing mechanic and add quests and NPCs.
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I am currently developing a game called Shrunken using Unity. In the game, players will wake up one day and find themselves shrunken to the size of dust bunny. They must maneuver their way through the gigantic apartment aiding tiny dust bunnies in need and collect pins along the way to get their mom to notice their shrunken form. Because we all know a single prick from a pin won’t be enough to get mom’s attention *insert evil laugh*. Above is the the top down layout of the game. This might change throughout the development phase.
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Rhythm Glossary
Rhythm - caused by patterns in movement. What are those footsteps in the dark room? Are they slow or fast? Running or sneaking up on you? Rhythm controls the pace of action in your story. Rhythm can be repeated character types, weapons, or color strategies. We see and hear rhythm throughout nature as well as in our digital environment. Rhythm organizes units into patterns. Rhythm is created through repetition, alternation, and progression.
Alternating - Alternating rhythm is a form of repetition and is predictable. We switch back and forth from one thing to another like a tennis match. Alternating rhythm can create tension, such as switching close up head shots of one character arguing with another.
Audio Rhythm - sounds that create patterns such breathing or shooting rounds of ammo.
Conceptual Rhythm - intensifies, moves along, or calms the story. Conceptual rhythm coordinates visual and audio rhythm with the pace of your story.
Contrasting Rhythms - two or more sounds or motions at obviously different tempos
Legato - means music in a smooth flowing manner, without breaks between notes or a smooth flowing motion.
Polyrhythmic Patterns - use of simultaneous contrasting rhythms. A battle scene has many (poly) rhythms such as big guns, small guns, shouts, rumbles, footsteps, and explosions.
Progressive - rhythm is a pattern that changes over time to more or less intensity. Progressive rhythm makes us feel that. something is in an evolving state of change. We can tell when the battle is heating up by the rhythm of the sounds and the actions of the characters running toward or away from the fighting
Repeating - The same thing again and again gives us a feeling of predictability
Rhythm and motion - When a motion repeats, speeds up, slows down it creates a rhythm. The rhythm of tai chi is slow. The rhythm of Kung Fu is fast.
Staccato derives from the Italian verb staccare, meaning "to detach," and can now describe anything - not just sounds - made, done, or happening in an abrupt or disjointed way.
Visual Rhythm - When motifs such as lines or shapes repeat visual rhythm forms.
YFMM: Rhythm
This is a soundtrack titled Flash from the anime Food Wars. From the start we have a quick tempo comprised of many staccato notes which progresses into an even faster rhythm which shows the increasing tensity of the piece. Towards the middle, the piece then kinda mellows out with a more legato section but it contains the same tension as the section before it. The staccato and legato parts eventually melds together while remaining cohesive with the same intensity as the beginning.
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Emphasis Glossary
Emphasis - Pow! Something in a scene dominates. In other words, the designer gives visual priority to part of a scene in order to draw the eye there first.
Contrast - in size, color, texture can make one thing stand out from the many things around it.
Focal Point - The focal point demands attention, it is accentuated, contrasted -- the star or the most prominent component of a scene.
Isolation - Feature a single element alone, away from other elements to create emphasis.
One Element - Eliminate everything else in the composition and the thing that’s left will grab the attention such as a bold title or symbol.
Placement - Position your most important design component in a place to grab attention, such as the center of a poster.
Subordination -The focal point has the visual power while other elements of the scene are subordinate.
Whole over Parts - Sometimes we don’t want the eye to go somewhere specifically such as in an establishing shot at the beginning of a story. We want to show an overview of the environment before we jump into the story. We might look at a map with lots of details. The whole map is the important thing. When we select a place on the map to visit, then that spot becomes the focal point and the Emphasis shifts from the whole to the specific. Another example is that the whole game is more important than its levels.
YFMM: Emphasis
This image is called the Temple of Kievan Rus by Ben Redekop. Right off the bat we subordination in the works here with the main focal point being the tall red building that touches the clouds which towers over the smaller ruins. Its placement in the very center along with the winding paths that converges at the building’s entrance emphasis its importance as the main focal point.
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Scale and Proportions Vocabulary Scale - the size of one object in relation to other objects in a design. — a certain relative or proportionate size or extent (A human is 7 .5 heads tall.) — a standard of measurement or estimation (The UFO was as big as a football field.) — point of reference by which to gauge or rate (My puppy is twice as big as your chihuahua.) Aspect Ratio - refers to the proportions of the height and width of an image. It defines its overall shape, and it is usually shown as W:H (W is the width and H is the height). Geometry - spheres, cubes, cylinders can be used to build more complex objects Hierarchy - Arranged according to importance or power. What’s bigger or taller is often more important or harder to kill. Human scale - sets the stage for the story happening to human-sized characters Proportions - The size of the parts compared to the whole. Relativity Ratio - a ratio tells us what proportions mean to each other. Measuring one thing in terms of another. That monster is twice the size of the human. Their ratio is 2 to 1. Relative - how objects appear in context with each other YFMM: Scale and Proportions This is a concept art I found on pinterest. What we see here is a human figure looking onwards at a massive skeleton that has been impaled to a mountain side by a humongous sword. Just by looking at the enormous size of the skeleton, we can see a scale hierarchy. Obviously a normal sized human wouldn't be able to use a sword that big to kill the large being. If the skeleton were alive, then it would cause catastrophic damage to areas smaller to him. Thus it would need to be killed by something that's just as big or even bigger. We can also see the skeleton size is relative to the size of a mountain emphasizing its large size. Using the human figure as a scale, we can also imagine the size comparison if the skeleton were to be standing. The human probably wouldn't even be as long as the skeleton's big toe.
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Contrast Vocabulary Contrast - refers to the arrangement of opposite elements (light vs. dark colors, rough vs. smooth textures, large vs. small shapes, etc.) in a composition so as to create visual interest, excitement and drama. Contrast - creates variety within a unit, draws the eye to a focal point, creates a sense of adventure or mystery. Contrast is a unifier. Value contrast is when a character or object has a strong darks and lights compared to the scene around it. Size contrast is a gigantic space cruiser compared to much smaller fighters. Asymmetrical balance - a dynamic compositional strategy in which each side of the axis are distinctly different yet belong to the same story. Symmetrical - a form of balance in which both sides of the axis are the same, a mirror image of each other, creating stability and formality. In visual storytelling the symmetrical formal balance is often contrasted with the dynamic action of asymmetrical configurations. For example, the formal balance and discipline on the Death Star in Star Wars is contrasted with the diversity of the different rebel cells and militias from across the galaxy. The dynamic contrasting rhythms and visuals of the dark side contrasted with the Jedi and rebel alliance has kept the franchise going for decades. Contrasting camera angles - Part of your story is how you show as well as how you tell. The camera is your audience’s view of your story and should be well planned to reveal the story in the most effective way possible. YFMM: Contrast Here we have a fanart of the Studio Ghibli movie Princess Mononoke by Hayao Miyazaki. The first contrast that we can see is the brightness, the glow, of the little spirits in contrast to the dark and dull background. We also have size contrast with their small stature and the towering vegetation. There is also contrast in terms of clarity with the bluriness of the background and the clarity of the little spirits in the foreground. All of these contrasts establishes the little spirits as the focal point of the fanart.
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UNITY Vocabulary Unity - is an entity that is a systematic whole. A fusion or union of parts in harmony to create a oneness. A game is a unity based on a fusion of levels. Alignment - a common axis creates relationship, the line up creates meaning. Alignment in games can help you find your way on the map or aim true with your weapon. Alignment of troops or vessels indicates organizational strength. Maps are visually aligned with the edge of the frame. Your stats are aligned in a table. Beat Boards - are used to illustrate major story points before the rest of the storyboard is completed. Beat boards are a series of single drawings that depict key focal points in a scene. Beat Boards can be compared to a children's book illustration because an individual picture shows a complex story. Beat boards can serve in art direction to indicate how the shot is staged and show color strategies, using shapes and colors, but are not detailed sketches. (paraphrased from https://roshnikakad.blogspot.com/2012/02/ss2-discovering-beat-boards.html)Making sure the beat boards relate to each other creates unity. Composition - is the arrangement of visual elements within a shot. The three basic shot compositions in filmmaking are long-shot, medium-shot, and close-up. Conceptual Unity - a palm tree, an ocean beach, and a beer unify around the concept of 'vacation' Contrast - creates variety within a unit, draws the eye to a focal point, creates drama. Contrast is a unifier. Contrast is when a character or object has a strong darks and lights compared to the scene around it. Size contrast is a gigantic space cruiser compared to much smaller fighters. Proximity - closer distances connect elements and far apart elements create separation and sometimes magnetism Repetition - things that look alike relate to each other. Shapes or colors that recur in the image create rhythm and recognizable situations. Unifying Strategies - Designers manipulate contrast, repetition, alignment and proximity to create visual unity and to pull a story along. Visual Unity - is a group of repeating or similar elements that create balance or form a structure YFMM: Unity This is the poster for the Anime Move: Sword of the Stranger. To start, there is conceptual unity with the weapons held in the man's hand and dog's mouth. There is also the arrows sticking out of the pile of debris which shows some kind of war/battle is involved. There is also alignment with the characters with the biggest in the back and smallest in the front. It can also be seen as the man in the back and the dog in the front protecting the kid in the middle.There is also unity of the color red with the red monochromatic background and red in the dog and kid's scarf and subtle red in the man's clothes.
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POINT GLOSSARY Point - the smallest visual component Pixel - The word "pixel" was first published in 1965 by Frederic C. Billingsley of Jet Propulsion Laboratory to describe the picture elements of video images from space probes to the Moon and Mars. A pixel is the basic unit of programmable color on a computer display. Think of it as a logical - rather than a physical - unit. The physical size of a pixel depends on how you've set the resolution for the display screen. Each visual composition on your screen is made of thousands of illuminated points of hue and value. Focal Point - the feature of a design or work of art that is the most interesting or important or the most strongly emphasized The Point - what a player will tell a friend about the game if they like it The point - the mission or a moving target The Point of No Return (PNR or PONR) - the point beyond which one must continue on one's current course of action because turning back is dangerous, physically impossible or difficult, or prohibitively expensive. The point of no return can be a calculated point during a continuous action (such as in aviation). A particular irreversible action (such as setting off an explosion or signing a contract) can be a point of no return. YFMM In this piece by artist Waneella, she uses thousands and thousands of pixels to create works of art like the gif shown. Because these pieces are simply individual blocks with different hues and values, just by changing the colors, a still image can easily become a moving image. Following the implied line of the stairs, we can automatically assume the focal point of this piece is the red shrine gate aka Toori and the shrine in the background.
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PATTERN AND TEXTURE GLOSSARY PATTERN Pattern - is an arrangement, configuration, array, formation, guide, matrix of repeated forms. Patterns create rhythm and can be used to predict and organize design elements such as using a grid. In Software development patterns are conventions for describing and documenting recurring design decisions within a given context. Alternating Pattern - means to occur in succession, such as day alternating with night. To pass back and forth from one state, action, or place to another such as alternate between happiness Chiaroscuro - is a technique of painting or drawing using a predictable sequence of light and shade to achieve a three-dimensional quality. From the wayback machine: [1680–90; < Italian, =chiaro bright (< Latin clārus) + oscuro dark (< Latin obscūrus)]. Chiaroscuro has been digitized to give depth and dimension in every 3-D video game or animation object. Collage - is a technique of an art production, primarily used in the visual arts, where the artwork is made from an assemblage of different forms, thus creating a new whole. Collage is a prototyping process used to assemble colors, textures, silhouettes and other assets to test ideas, colors, size relationships. Gradient - is continuous change, darkening, lightening, increasing or decreasing color saturation. A gradient is created when two or more different colors are layered to paint one element while gradually fading between the hues or values. Grid - a rectangular system of coordinates used in locating the principal elements of a plan and depression Progressive patterns - create active change, momentum by shifting in a direction, increasing, escalating, or accelerating. Radial balanced patterns - are based on a circle with its design extending from its center. A few examples of radial balance are; a star, the iris in one's eyes, and a wheel with spokes. TEXTURE Texture - of something is the way that it feels when you touch it, how smooth or rough it is. The texture of an object depends on the unique structure of its molecules. Fur may feel soft or coarse, metal may be oiled and shiney or rusted and rough. Tactile - tactile textures are physical, touchable textures that you can actually feel on your skin in the real world, like when you pet a cat or dog. Texture mapping - Texture mapping is a process in which a two-dimensional surface, a texture map, is wrapped around a three-dimensional object. When wrapped, the 3-D object acquires a visual surface texture. Texture maps create high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model. Visual texture - is an illusion of texture. Pixels or traditional drawing and painting media can be manipulated to give the impression of texture, while the surface actually remains smooth and flat. The texture on an ancient wall, a vehicle, or a creature's scaly or slimy skin increases the immersiveness of a game. Texture artist is a career path. Texture artists are close observers as they collect, organize, and use textures to create believable surfaces. YFMM - Pattern and Texture This is a picture of a lace doily I am crocheting for my mom. It's the perfect example of a radial balanced pattern because you start from the center and gradual crochet your way out by repeating multiple techniques. It is also a progressive pattern because the number of chains are constantly increasing and decreasing to create the pattern. The material is cotton thread so the texture is soft upon touch.
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MOTION GlOSSARY Motion - action, reaction, energy, what’s happening, gestures, dynamics, mobility, exertion, labor, and progress through space. Motion varies with your story 180-degree rule - a basic guideline regarding the on-screen spatial relationship between a character and another character or object within a scene. By keeping the camera on one side of an imaginary axis between two characters, the first character is always frame right of the second characer. Moving the camera over the axis is called jumping the line or crossing the line; breaking the 180-degree rule by shooting on all sides is known as shooting in the round Acting to emphasize story - Your character is theatrical, dramatizing, and embodying a personality in a role through their gestural actions Arrested action - an action frozen in time A frozen nmotion leads to anticipated motion. We expect a frozen action to continue to move. Camera motion - Arrows are standard cues, a simple and recognizable way to show motion or progression in a storyboard. Cropped Figure - a great way to show a figure entering or leaving a frame. Kinesthetic empathy - A player’s actual movement responding to action in the game. Line of action - is an artistic concept, an invisible line that captures the thrust and vitality of the movement. The line of action can be drawn by artists as the first element to capture or exaggerate the pose. Tip: Create the line of action as layer 1 so that you don’t downplay the pose. When you have the full energy of the drawing delete the action line layer. Motion blur - when your eyes or objects are in motion, the image will suffer from motion blur, resulting in an inability to resolve details. To cope with this, humans generally alternate between saccades (quick eye movements) and fixation (focusing on a single point). How is this biological situation useful in storyboard drawing? How do storyboard artists use motion blur? How does a smear function in animated motion? Motion indicators in storyboard - are arrows, blurred lines, smears, zooms in and out. optical movement - an optical illusion. Although the immage is not moving, it appears to move YFMM: Motion This image is a frame from the latest hottest anime, Demon Slayer. It's a still image and yet viewers can just imagine how this image would move in the final product through the techniques used here. Notice the character in the front. His hand is on his sword. His body is leaned forward. His "acting" shows action of slaining an enemy. Note the smoke, it moves from the background towards the foreground, swiveling around the main character in this frame. It indicates the character's path from the back to the front. Also, although the animators didn't draw it in here, we can see the character's line of action from the top of his head to the bottom of his extended left leg. It exaggerates the amount of force he has exerted into the move which took down his enemy. There is also an implied line which helps with with movement from the victim, to the fallen enemy, and finally to the hero with his leaning posture.
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SPACE GLOSSARY Space - an area, expanse, territory, distance or range/ Variable spaces expand or contract as our stories unfold. A closeup has a short range. A wide shot covers a lot of territory Atmospheric perspective - Value contrast and color saturation decrease with distance. Brightness increases as objects fade further into the background. In addition, objects such as mountains may appear more blue. Diagonal Shapes - pull the eye in a direction to create the illusion of depth. If the diagonal is going back like a railroad track or fenceline the eye will follow it into the perceived distance. Elliptical perspective - an ellipse is an oval shape. Elliptical perspective provides visual clues to the location of curved surfaces in space. Look straight down on a glass of water. The rim of the glass is a circle. Move the glass to the side, the rim now appears as an ellipse. Line up the rim at your exact eye level, the ellipse now appears as a straight line. Foreground, middleground, background - 3 treatments of objects in space to achieve depth. This template for placing and sizing objects in the picture plane shows variations on the foreground, middleground, background configurations. Foreshortening - when an object's dimensions appear shorter when angled toward the viewer. At the same time the part coming toward the viewer is enlarged. Linear Perspective - a system used by artists in which the relative size, shape, and position of objects are determined by drawn or imagined lines converging at a point on the horizon. 1-point, 2-point, and 3-point linear perspective are illustrated in the illustration “How to Draw Exterior Backgrounds” Overlap - when part of one object is obscured by another object. The obscuring object appears to be in front. S-Curve or Winding path - an image of a landscape will draw the eye of the viewer into a perceived distance. Size relationships - Objects appear smaller as their distance from the observer increases. Transparency/Opacity - when we feel like we can see objects through a glassy, gauzy, smoky, or dusty layer. The transparent/opacity adjustment affects the saturation and color of objects to give a feel of depth. Vertical Placement - places objects higher up in the composition to appear further away. Volume - the amount, expanse, extent, magnitude, size, aggregate, bulk, dimensions, or mass of an object. The volume variable indicates the amount of territory needed for each object in a scene. YFMM: Space This image is the conceptual art from one of my favorite Studio Ghibli movie Castle in the Sky: Laputa by Hayao Miyazaki. The story takes place in various locations and one of those locations is a mining town. This is a view of that mining town. As you can see in the image, we have a one point perspective where the railroads are slowly getting narrower and narrower into a single point to show that it continues further back. We also have a a foreground, middleground, and background. The background is the tall mountain of houses. Then we have the 2 cliffs with houses that overlap the mountain in the back as the middleground. Lastly, we have the railroad as the foreground which travels towards the background to create a sense of depth.
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Value GLossary Value in design - lightness or darkness on a scale of white to black (with white being the highest value and black being the lowest value). Value is widely considered to be one of the most important variables to the success of a design. Chiaroscuro - the use of strong contrasts between light and dark with bold contrasts affecting a whole composition. Chiaroscuro is a technical term for the use of contrasts of light to achieve a sense of volume in modelling three-dimensional objects and figures. Light and Dark - Every element in your design has a value from 1% black (almost white) to 100% black. Value is relative to everything in the composition. Every color has an underlying value somewhere between white and black. Value as emphasis - happens when a strong contrast in value draws attention to itself such as on this ancient Greek vase illustrating value contrast in the service of visual storytelling. Kylo Ren’s red light sable shows value contrast against the dark background. Value and Space - Designers use dark and light values to create the illusion of light as it falls on objects. Value is used to create the illusion of highlights and shadows. Highlights and shadows combine to create the illusion of a light source. The pattern of light and dark can create dimension, volume, and mass. Value Patterns - appear regular;y in the world, in human-made design, and even in abstract ideas such as stories. The elements of a pattern repeat in a predictable manner. Night and day is a value pattern common in stories. YFMM #3 The link I included in this post is a short clip of the behind the scenes of the Netflix movie "Klaus" which describes the origin of Santa Claus. It may look 3D, however, is in fact all 2D. The trick is the lighting. Using techniques typically reserved for 3D animation, 40 animators and the french company Poisson Rouge used 3D light techniques to give the 2D animation a 3D feel. Within this clip, chiaroscuro can be seen throughout every scene. Using key lights and ambient lights, characters pop out from the screen. Value also play a key role in producing certain atmospheres. Such as a giving a character a shady drug dealer look by placing him dark lighting.This innovative technology that was used in this film will surely redefine what it means and what it takes to make 3D films.
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COLOR GLOSSARY Visible light spectrum - the segment of the electromagnetic spectrum that the human eye can view. This range of wavelengths is called visible light. Typically, the human eye can detect wavelengths from 380 to 700 nanometers. Additive color system - used for colors of light such as light emitted from computers, phone screens, and projectors. Red, green, and blue are the primary colors Subtractive color system - used for pigments such as ink, dye, and paint. Cyan, magenta, and yellow are the primary colors. Color Circle/color wheel - The color circle arranges a pattern of hues in a circle. There are several versions of the color wheel or color circle. Color circles also illustrate a number of color strategies. Local Color - the natural color of an object unmodified by adding unrealistic light and shadow or any other distortion. The color that the eye observes is altered by lighting conditions such as time of day or the surrounding environment. The local color of a lemon is yellow. Color to show depth - Change in Color is to use color to separate the foreground, midground, and background planes to create the illusion of depth and is commonly used in animation. Properties of color - hue, saturation, and brightness. The H, S, and B in the Photoshop Color Panel stand for hue, saturation, and brightness. Hue - the named colors around the color circle such as red, orange, green, yellow, violet, and blue. Saturation - the intensity or purity of a hue. Fire engine red is more highly saturated than brick red or the color of red wine. Brightness - the perceived intensity of light coming from a source such as a screen. On a color screen, brightness is the average of the red, green and blue pixels on the screen. Brightness is important to both color perception and battery life on mobile devices. Brightness of a screen can be adjusted. Color contrast - the difference between 2 or more colors. Color Psychology - the study of the effect that colors have on emotions, behavior and feelings of people. Monochromatic - variations of a single hue such as a light blue and a dark blue or a greenish aqua blue and a lavender blue Achromatic - color strategy integrates variations of black, white, gray, and a full range of neutrals Full Spectrum Strategy - the full circle of spectral colors by incorporating at least five of the base hues Achromatic/Chromatic Mix - achromatic colors dominate the composition with a chromatic hue accent Warm/Cool - contrasting "temperatures" of warm & cool. Emphasis is ont he contrast between warm and cool achromatics: brown - gold (warm), grays - silver (cool) Saturation Similarities - hues may vary but all colors must have the same or very similar saturations Saturation Contrast - hues may vary but all colors must have significant contrast of saturation Value Similarities - hues may vary but all colors have the same or very close values Value Contrast - demonstrates strong distinction of value with the strongest example being between black and white Complementary Dyad - strong hue contrast; located directly opposite each other on the color circle Split Complementary - based on 2 complements. To create a split complementary color strategy select one hue and contrast it with the hues on either side of its complement, such as R & YG/BG Tetrad - ues 4 equilateral hues from the color circle, such as R, O, G, B Triad - uses 3 equilaterally balanced hues from the color circle, such as primary, secondary, or tertiary Analogous - collect 2 or 3 neighboring hues on the color circle Symbolism of colors - the use of color as a symbol in various cultures I found this image when searching for concept art inspiration and thought this would be perfect for the color topic. It's the same exact image multiple times but each with a different color scheme. It's amazing how just a change in colors can really change the mood of the image. This is where we can see color psychology working its magic. With a monochromatic red palette, we get an image that's full of fury! It's like the land is on fire. In America, red is also associated with war, danger, strength, power, and it raises blood pressure. Don't you just feel angry or somewhat excited just looking at it? Swap it out with a palette of low saturated/muted colors and we get a sorta melancholic/lonely feeling. Muted colors are more soft and calm compared to those with high saturation making it perfect for that secluded ambience.
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