ksrblog
ksrblog
KSR Art Blog
73 posts
Hello, my name is Katarina Singh Rajput (call me Kate) and this is my art blog. I am freshly out of school Junior VFX Artist. I post here my personal art work, my progression and texts about my future projects. ...ANYWAY, FEEL FREE TO CONTACT ME AND GIVE ME FEED BACK - If you would like...It will be most appriciated ;D
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ksrblog · 4 years ago
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Hi! My Bachelor is over now and here you can freely read my preprint. 
Abstract: Colour blindness is more common than one would believe. It affects approximately 1 in 12 men and 1 in 200 women. With possibly 126 million gamers worldwide there is a good chance 5% of these are colour blind. This should be big enough population to be of interest to game developers. However if one goes online and searches colour blindness and games, one will very quickly notice that this is a problematic topic as games still fail their colour blind players on a regular basis. If game developers think of implementing accessibility, they most often misunderstood or failed to identify what it actually is these players struggle with the most. That is why they fail to introduce efficient colour blind aids and modes. There are of course also success stories but they are in great minority compared to cases where these developers failed the colour blind demographic. In most cases game developers tend to go for colour blindness correcting filters. These usually fail to fulfil their purpose and sometimes make the colours look unnatural to the colour blind player. These filters can be useful, but mostly only if used as a support to really thought through colour blindness aid. Logical question here would be: What is it that these players struggle with? And this is a relevant question but it is very context dependent, therefore more universal way would be to first understand what colour blindness actually is and how these people see. Troubles with colour blindness begin already with its name. The term colour blindness itself is very misleading. Actual ‘colour blindness’ as in inability to see colour is very rare, it makes up less than 1% of all colour blind cases. Most colour blind individuals can see colours and can even name majority of them correctly. The difference between non-absolute colour blindness and a normal vision is that colour blind sight misses the ability to recognise correctly either one of the three colours of the spectrum, that being red, green or blue. This is why it is more correct to call this condition Colour Vision Deficiency or shortly CVD. There are different types, severities and causes for this vision impairment and so each combination of these is completely unique. If every colour blind player’s sight is completely different how can one then design for these players? While typically seeing population relies on colour information and in that even predominantly hue, these people give generally much higher importance to traits like lightness, saturation, texture, shape, symbols etc. These should be always paired up with colour, it is a good design practice that not only colour blind players would appreciate. Designing for accessibility shouldn’t be too complicated if the game is designed well. Many colour blind players don’t need much of adjustments for their gameplay to improve significantly. This I tried to demonstrate in the second half of this bachelor thesis. For these purposes I designed an interactive experiment. Play-testers were divided into two groups: colour blind group and a control group composed of typically seeing players. These players all got the same level to play twice and afterwards got their times compared. In the first round they don’t get to adjust settings, but they can surrender. In the second round players can adjust settings containing colour blindness aid. The hypothesis was that the typically seeing players will pass first round easily and the second round there would be improvement because of memory and learning. Meanwhile the players of colour blind group should struggle with the level in the first round, they should take significantly longer to pass the level than the control group players. But in second round after enabling the colour blindness aid their performance should improve to be a match to the typically seeing player. This level was a simple colour coded one, where players had to pass challenges to clear the level. This level went through quite few iterations till it was ready for the final play test. The colours have been carefully selected to trouble majority of colour blind players and to not cause any confusions or disturbances to typically seeing player. Final design was a linear level where players had to pass challenges in order to progress further. One type of challenge was the coloured targets challenge. Based on difficulty player would get either one or more targets and one reference. This reference had unique combination of colours and shapes on it and player had to find a target with matching attributes. These targets would be rotating and as player progressed the difficulty increased. If player shot the right target a new room would be open in front of him. This target challenge has been reiterated in the level multiple times. One time occurring challenge was a maze where in order to get out a player had to find a way out by following red flowers in green grass. The flowers were effectively almost invisible for colour blind player and contrasting to typically seeing player. Because all these were colour based challenges all that was really needed was to exchange the imperceivable colours for a colour that was well visible to typically seeing players. Players, even though they could adjust other attributes, most of the time stuck with this setting and passed the second round much faster without any issue. Their times were even comparable with the times of typically seeing players. This was just a small demonstration of how little uncomplicated changes make a big difference in a gameplay and experiences.
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ksrblog · 4 years ago
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Stadius is a small game we created for the assignment for our Bachelor.... I was assigned to design and create UI and even though UI is not part of the field of my interest I still feel like I did a good job.
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ksrblog · 4 years ago
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Morena (Slavic worrior goddess of winter and death)
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ksrblog · 4 years ago
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Interior Materal Study
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ksrblog · 6 years ago
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My final project for Diploma
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ksrblog · 6 years ago
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Our GameJam game, it has exactly one lvl... We had 2 weeks to finish this much... I did original designs for characters and GUI/HUD, painted panorama and handpainted textures :)
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the original concept of this game was avoiding to melt the sugar cube in hot beverages but that kind of fell apart, i also thought of it more like 2.5D (kinda LittleBigPlanet style) and it was planned for mobile .....  but that got kind of lost in the process of teamwork....
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ksrblog · 6 years ago
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Support video for my Diploma Article/Tutorial how to proceed in making of Camera Projection Mapping in Nuke (Turning 2D into 3D background environment) 
1drv.ms/b/s!Aipka0ZteTeqlZ4bg4uaxxndAmy5Gw
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ksrblog · 7 years ago
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my first sculpt ever <3
has its mistakes but it was good learning :D
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ksrblog · 7 years ago
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our animation project, we were team of four girls, we decided to do stylyzed cute animation. My job was UVs layout texturing (handpainted + shaders edit), particle effects, lighting, compositing and rendering, it has many mistakes as it was kind of rush project....
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ksrblog · 7 years ago
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just practice
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ksrblog · 7 years ago
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So my first 3D environment, on this one I worked with two collegues
Hopefully I will be able to publish this environment also as a unity game soon so one can look around freely ;D
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ksrblog · 7 years ago
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So_this_is_GUI/HUD_to_game_concept_and_illustration_we_presented_as_team_as_semestral_project._Illustartion_didnt_come_out_much_to_my_liking._My_part_for_it_was_environment,_machine_and_figure_were_responsibilites_of_my_collegues._GUI/HUD/mainmenu_designs_r_all_my_concepts.
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ksrblog · 7 years ago
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ksrblog · 8 years ago
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So this is product of my first paid creative job ever :D The employer asked me to design 8 cartoon characters and draw for each three poses and later he asked as well to create opposite sex version for each, which is in progress. The characters were plants. Types of plants and their characteristics were set by the employer, so my job was to express it in cartoonish draw style the best I could.
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ksrblog · 8 years ago
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Hello, so today I finished my first technical document O.O after sleepless nights its done and I hope for good grades. Unfortunately is the text only in german, but you can at least enjoy the art :D
author of characters on the 3rd page is M. Figl.
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ksrblog · 8 years ago
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For homework to school I chose to edit this portrait as traditional slovak fairy, which is a girl who died before marriage or a wicked girl. They could be seen in forests or near willows and birches.
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ksrblog · 8 years ago
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4 day thumbnail challenge 
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