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Scale & Proportions

The image above shows the a limestone statue of the mythical creature the sphinx called the Great Sphinx of Giza. It is one of the oldest and largest monuments in the world. The Sphinx is a very large statue with the aspect ratio of 66′x62′x240′. When you scale the Sphinx in comparison to Mount Rushmore it is quite smaller in height with Mount Rushmore being 5,725′. The height ratio between Mount Rushmore and the Sphinx is about 87 to 1.
Scale & Proportions Glossary
Scale is 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
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Emphasis

The monument above is a war memorial called Gëlle Fra(Golden Lady) that is located in Luxembourg. This memorial pays homage to people who volunteered service in both world wars and the Korean war. The focal point of this monument is the golden lady who stands at the very top of the monument. The contrast of the gold against the concrete part of the monument helps pull your eye directly to the golden lady. The use of putting the golden lady all the way at the top also creates isolation which causes more attention to go towards it.
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.
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Rhythm

The ìyáàlù bàtá(mother drum) is a bàtá drum that derives from the Yoruba tribe in Nigeria. There are several variations of this drum but this one is specifically called ìyáàlù becuase it is the largest and lead drum. Different forms of rhythm like alternating and progressive rhythm are used by musicians who play this drum to help create amazing beats.

Every bàtá drum has some form of visual rhythm that is created through patterns and designs on the drum.
Rhythm Glossary
Rhythm is 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 are two or more sounds or motions at obviously different tempos. Legatomeans 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.
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Unity

The media above shows Bluebeetle(Jaime Reyes) from the show Young Justice. Jaime gets his powers through a scarab which is an ancient alien artifact that needs a host in order to operate. The scarab attaches itself to Jaime which later on leads to him becoming the hero Bluebeetle. The journey of Jaime becoming a hero wasn’t easy and he had an internal struggle with the scarab. The scarab is similar to an A.I and has a more literal approach when it comes to handling situations. This caused conflict because Jaime didn’t want to do things that the scarab wanted like killing people or abandoning his teammates. Eventually, Jaime and the scarab find Unity and are able to function without large internal conflict.
Although each scarab had a different color, they all had visual unity. Each scarab had the same design, pattern and capabilities. The black outline on each one created contrast against the specific color of each scarab.
Unity Glossary
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. 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
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Point

The image above shows the main character named Mark Grayson from the show Invincible. The main point of the first few episodes is to show Mark’s struggle with accepting his newly awakened powers and whether or not he should continue his father’s superhero legacy. Since Mark got his powers late, he struggles with learning how to use his powers and tapping into his potential. By the end of the second episode, Mark chooses the point of no return, decides to become a hero and begins going on missions with other teenage heroes. The focal point in the image above is Mark/his suit. The cool tones in the background against the yellow in his suit allows you to keep the focus on him, rather than anything else in the shot.
Point Glossary
You have an idea sparking in your brain. You open a sketchbook or create a new file. You ponder a blank page or layer. You move your pencil or stylus. You land on a point. Your point moves and leaves a trail that evolves into a visible something. Groupings of points can stimulate human imagination to form familiar shapes. Ancient storytellers grouped stars into constellations of mythological beings. We group pixels into characters, animations, and game levels.
Point
is the smallest visual component.
Pixel
is a recently invented groovy word. 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
is the feature of a design or work of art that is the most interesting or important or the most strongly emphasized.
The Point is what a player will tell a friend about the game if they like it.
The point is the mission or a moving target.
The point of no return (PNR or PONR)
is 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.
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Shape

The photo above is from the Pixar movie “Soul”. All the characters in this movie were created through using different types of shapes. The character Jerry had different bodies/variations, but they all had a distorted type of shape. The setting of this scene takes place in “ The Great Before” where souls who haven’t been assigned yet live. The Great Before is filled with many curvilinear and non-objective shapes that help give it a unique and different look.
Shape Glossary
Shape is the external form or appearance characteristic of someone or something; the outline of an area or figure. As a verb, to shape is to give a particular form. As artists, we shape our characters outward appearance by using shapes.
Abstract Shapes and Abstraction (see Non-objective Shapes)
Abstract means no recognizable objects. Abstraction is a sliding scale from realism to completely non representational. Abstract shapes can be used in backgrounds and textures.
Biomorphic
Biomorphic is a free-form pattern or design with a shape suggestive of a living organism, especially an amoeba or protozoan.
Curvilinear Shapes
Curvilinear shapes are s-curves. Curvilinear shapes inform Jessica Rabbit’s character design and can represent a winding river vanishing into the distance.
Distortion
Distortion is exaggeration, contortion, reform, slant, twist, or warp in ways that depart from reality.
Idealism
Idealism asserts that the physical world is less important than the mind or the spirit which shapes and animates it. Idealists choose the soul, the mind, or the psyche over the body, the material, and the historical. When ideals (of appearance, or proportion for example) regulate the way an artist represents the world, her work can be described as Idealistic. The leading artists of the High Renaissance - Leonardo, Raphael and Michelangelo - are all associated with varying forms of Idealism, as were ancient Greek sculptors. How do you think idealism affects avatar customization?
Non-objective Shapes (see Abstract Shapes)
Non-objective shapes have no object as a reference and no recognizable subject matter. Non-objective shapes are often used to simplify design shapes. Geometric shapes such as a triangle, square, and circle are abstract until you put them together to represent a house or a smiley face. One Minecraft block, away from the game, is anon-objective shape. Inside the game that same block, depending on it’s color and texture could represent a part of a landscape, sheep, or sword. The block as part of a character or environment inside the game would no longer be abstract.
Positive and Negative Shapes
Positive space is the subject, focal point, or areas of high interest in any composition. Negative space is the area around the areas of interest. All compositions balance positive and negative space. Yes, stuff in the negative space can point to the focal point to make it most obvious. Positive and negative create a whole. Every composition is a combination of positive and negative space. Wield the positive and negative spaces with control and story-telling magic to become a design master.
Realism or Naturalism
Realism, or naturalism, attempts to represent subject matter truthfully, without artificiality or exotic or supernatural elements. In the visual arts, illusionistic realism strives for the accurate depiction of lifeforms, perspective, and the details of light and color.
Rectilinear Shapes
Rectilinear is a boxy shape made with straight lines. For example, the screen you are looking at is a rectilinear shape filled with little square pixels, and pixels are also rectilinear. A storyboard is a series of drawings in a linear set of rectilinear frames.
Representational
Representational means objects that players can name. The object represents something from the real world, or something that has the verisimilitude of realism. A cartoon bunny can represent a rabbit without being realistic. Representational is a sliding scale from realism to almost abstract. dots and a curve can be arranged into an abstract pattern or they can be arranged into an emoji that represents a smiley face.
Silhouette
Silhouette is a profile or shape that is easy to identify.
Squash and Stretch
Squash and stretch are shapes profiles that emphasize motion. The stretched position shows the form in an extended condition. When you do a sit up your belly squashes and your back stretches.
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Texture

The image above shows designer Mowalola Ogunlesi. Her use of different elements of design specifically texture are reflected in her work.

Her pieces in FW20 used texture mapping that was applied to different types of fabric in order to create different patterns and textures both visual and physical. Mowalola uses different types of tactile to create a variety of different pieces for each of her projects.

Texture Glossary
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 shiny 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.
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Space
The Underworld series used several different examples of space to help tie in each movie. Each movie used multiple wide range shots in an effort to create atmospheric perspective. In the gif above, the use of bright lights and the lightning in the background help create distance. Transparency/Opacity is a very important element behind each movie. The overall darkness in each movie helps give an underlying feeling of eeriness behind the story. In the specific scene above, a size relationship between the character “Selene” and the objects in the background help pull the focus to her.


Space/Depth Glossary
Space is 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
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 fence-line 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
The 3 treatments of objects in space support design to achieve depth. This template for placing and sizing objects in the picture plane shows variations on the foreground, middleground, background configurations.
Foreshortening
Foreshortening is 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
Linear Perspective is 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.
Overlapping
Overlap is when part of one object is obscured by another object. The obscuring object appears to be in front.
S-Curve or Winding Path
In an image of a landscape, S-curve or winding path will draw the eye of the viewer into a perceived distance.
Linear Perspective
Linear Perspective is 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.
Size relationships
Objects appear smaller as their distance from the observer increases.
Transparency or Opacity
Transparency or opacity is 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 Position
Vertical position places objects higher up in the composition to appear further away.
Volume
Volume is 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.
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Motion
The movie “The Matrix” uses several different forms of motion to help create movement and emphasize the action taking place throughout the story. In the iconic scene above, the 180-degree rule is broken and the camera does a full 360 of the character “Neo” leaning back to avoid the bullets. This specific scene was slowed down in an effort to create anticipated action. Neo was moving so fast, that the scene had to be slowed down in order for the average person to be able to determine whether or not he could avoid the bullets. The use of creating a stream of waves behind each bullet is a visual way to suggest motion. They helped to provide a visual aide that shows how fast each bullet was moving.
Motion Glossary
Motion is action, reaction, energy, what’s happening, gestures, dynamics, mobility, exertion, labor, and progress through space. Motion varies with your story. Motion indicators In storyboards are arrows, blurred lines, smears, zooms in and out. Your character is dramatized and embodied as a personality through gestural actions.
180-Degree Rule
In filmmaking, the 180-degree rule is 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 framed right of the second character. 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.
Anticipated Action
A dramatic action frozen in time, the tension mounts, we feel anticipation. We expect the sword to swing or the finger to pull the trigger or the couple to kiss.
Camera Motion
Arrows are standard cues, a simple and recognizable way to show motion or progression in a storyboard.
Kinesthetic Empathy
A player’s actual movement when responding to action in a game. Leaning into a curve in a driving game is kinesthetic empathy.
Line of Action
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?
Optical Movement
Optical movement is an optical illusion. Although the image is not moving, it appears to move. To see examples search “Op Art”.
Stillness
Stillness is calm, quiet, inaction, and peace. Stillness is the opposite of motion. It can be used to contrast with motion.
Visual ways to suggest motion
Before there were moving pictures, artists developed ways to indicate motion. These techniques are used today to quickly indicate motion. Blurred outlines is one technique, and repeating parts of a figure is another way. A figure may seem to be moving if their figure is cropped by the frame of the composition.
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Line

The photo above is a storyboard from the show Gravity falls. The scene that was drawn out uses lines in several different ways to help depict the story that the artist is trying to convey. The artist used line weight by using lighter lines for the background, and using heavier lines on the character to help create a focus on the characters. The lines around Dipper’s legs and above his head are gesture lines. The use of these lines help to show that the character is in motion in this specific scene. There are a couple of lost and found lines around the character coming out of the freezer. The use of these lines helps to show that the character is there without having to draw out every detail of the character.
Line Glossary
Lines have both a direction and a length. Line means a mark, streak, stroke, slash, path, stripe, border, contour, striation, course, route, and track. Curved, bent, thick, wide, broken, vertical, horizontal, burred, or freehand, lines delineate shapes, forms, and spaces, volumes, edges, movement and patterns. Not only that -- lines create both2D and 3D objects and figures. Lines are awesome and powerful.
Contour Lines
Contour lines indicate the edge around an object or the changes in volume within an object. Contour lines dramatize changes of plane within the form. The curve of a belt around the waist is a contour line.
Diagonal Lines
Diagonal Lines are useful to draw the eye into a composition such as toward the vanishing points. Three common types of diagonals are 1) actual diagonal lines 2) objects placed diagonally in a scene 3) a diagonal line created by the viewpoint such as the Dutch tilt.
Dutch Tilt
Dutch Tilt (known as a dutch angle, canted angle, or oblique angle) is a type of camera shot that has a noticeable tilt on the camera’s “x-axis.” The Dutch tilt camera technique was introduced by German Expressionists in the 1920s — so it's not actually Dutch. Directors often use a Dutch angle to signal to the viewer that something is wrong, disorienting, or unsettling.
Explicit Lines
Explicit means clear, direct, and obvious. If a drawing is easy to read it may be that the lines are explicit, clean, with efficient use of variety. There are explicit lines around the frame of the Dutch Tilt illustration.
Gesture Lines
Gesture Lines capture motion, such as in an action pose when gesture drawings are used in storyboards.
Implied Lines
Implied lines in 3-D scenes a line in a scene that is not physically there but is suggested by points in the art. Implied lines suggest the edges of an object or planes within an object. The line may be broken such as a dotted line, it may be defined by value, color, or texture, or it may not be visible at all. With implied lines, our brain interprets that a line exists.
Line as Value
Line As Value has a long history. Artists have used line drawings to create value, or shading, and to achieve the impression of volume.
Line of Action (Also see motion)
Line of action is an imaginary line that extends through the main action of the figure. When you draw an action figure you can capture the line of action on one layer then draw the figure drawing on another layer.https://art103robatkinson.files.wordpress.com/2014/04/line-of-action-1.jpeg
Line Quality
Line quality is the espressive essence of lines. Varying the line quality makes objects appear more 3-dimensional and exciting. Range in line quality heightens descriptive and3suggestive potential. A single line can change in darkness and width, can vanish all together to mentally reconnect later on an edge.
Line Weight
Line weight refers to the thickness or thinness of a line.
Lost and Found Lines
We don’t really need a strong contour line around every part of an object because our brain will fill in the blank where the edge disappears. When a line fades out and then restarts further along the edge it is called a lost and found line.
Psychic Lines
Psychic lines are invisible. Psychic lines form between characters or between a gun and a target, or a hand pointing in a direction. There is no real line yet we feel a line. Eyes looking in a direction, especially characters looking at each other create a psychic line suggestive potential. A single line can change in darkness and width, can vanish
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Value

The photo above is an album cover from a band named TV Girl. There is a strong use of Chiaroscuro in the photo. The use of two vibrant colors in front of a black background creates a strong contrast. This strong contrast also highlights the use of value as emphasis. This allows the viewer to focus directly on the subject which is the two people on the cover. The choice of making the man in the photo a dark blue, and the woman in the photo a light and vibrant pink helps to show value and space. The use of the light pink, dark blue, and the black background help to create a light source that puts a focus on the center of the album cover.
Value Glossary
Value in design is 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 (English: kee-AR-ə-SKOOR-oh, -SKEWR-, Italian:; Italian for "light-dark"), is 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.
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 regularly 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.
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Color
Color plays a significant role in art, and how we choose to interpret it. In this scene from Princess and the frog, the character Dr. Facilier uses magic to turn prince Naveen into a frog. This scene uses symbolism of color to help amplify and tell the story of the culture in this movie. The palette in this scene uses vibrant green’s and purple’s to help bring out the energy that Dr. Facilier gives off. He seems friendly at first but has and some underlying evil behind his charm. The use of the Warm/Cool Strategy helps to show how powerful the magic that Dr. Facilier uses.
Color Glossary
Visible light spectrum is 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.
Color Psychology
Color psychology is the study of the effect that colors have on emotions, behavior and feelings of people.
Color Systems
Color systems classify color and analyse their effects.
●The additive color system is used for colors of light such as light emitted from computers, phone screens, and projectors. Red, green, and blue are the primary colors
●The subtractive color system is used for pigments such as ink, dye, and paint. Cyan, magenta, and yellow are the primary colors.
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.
Color Wheel
The color wheel, or color circle, arranges a pattern of hues around a circle. There are several versions of the color wheel or color circle. The circle connects relationships between hues to illustrate color strategies. (see 12 Chromatic Strategies) Color wheel history goes way back.
Local Color
Local color is 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.
Palettes
The definition of a palette is the range of colors used in a particular composition or by any person who uses color such as an artist, house painter or interior decorator. An example of a palette is Vincent Van Gogh’s limited palette of hues in his Starry Night painting. Starry Night’s palette is a variety of blues, greens and yellows. Close up video of Starry Night lets you come closer than you could at the Museum of Modern Art.
Properties of Color
Properties of color are hue, saturation, and brightness. The H, S, and B in the Photoshop Color Panel stand for hue, saturation, and brightness.
●Hue is the named color around the color circle such as red, orange, green, yellow, violet, and blue.
●Saturation is the intensity or purity of a hue. Fire engine red is more highly saturated than brick red or the color of red wine.
●Brightness is 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.
Symbolism of Color
Symbolism of color in art and anthropology refers to the use of color as a symbol in various cultures. There is great diversity in the use of colors and their associations. Diversity in color symbolism occurs because color meanings and symbolism occur on an individual, cultural and universal basis. Color symbolism is also context-dependent and changes over time.
12 Color Strategies
1.Monochromatic means variations of a single hue such as a light blue and a dark blue or a greenish aqua blue and a lavender blue.
2.Achromatic color strategy integrates variations of black, white, gray, and a full range of neutrals.
3.Full Spectrum Strategy represents the full circle of spectral colors by incorporating at least five of the base hues.
4.In the Achromatic/Chromatic Mix strategy Achromatic colors dominate the composition with a chromatic hue accent.
5.Warm/Cool: Contrasting ‘temperatures’ of warm & cool. Cool colors appear on the green/blue/violet side of the color wheel. The colors on the red/orange/yellow side of the color wheel are called warm. Emphasis is on the contrast between warm and cool achromatics: brown - gold (warm), grays - silver (cool)
6.Saturation Similarities/Saturation Contrast
●Saturation Similarities: Hues may vary in this strategy, 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.7.Value Similarities/Value Contrast
●Value Similarities: Hues may vary in this strategy, but all colors have the same or very close values.
●Value Contrast: Black (or dark desaturated hues) contrast with white (or very desaturated tints of hues). The Value Contrast strategy demonstrates strong distinction of value with the strongest example being between black and white.
8.Complementary Dyad creates a strong hue contrast. Complementary hues are located directly opposite each other on the color circle
9.Split Complementary strategies are based on two 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 Red & YellowGreen/BlueGreen.
10.A Triad strategy uses four equilateral hues from the color circle, such as Red, Orange, Green, Blue.
11.A Triad strategy uses three equilaterally balanced hues from the color circle, such as primary, secondary, or tertiary.
12.Analogous strategies collect 2 or 3 neighboring hues on the color circle.
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First Post
This blog explores the Variables/Elements and Aesthetics/Principles of design and is illustrated with my choice of examples.
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