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Graphics Research

Pixel
The term Pixel or Picture Element is the term used to describe the
smallest physical, controllable point within a raster image that is
represented on a screen. In monochrome images and colour images,
pixels serve different purposes. In monochrome images, each pixel has its
own brightness level. 0 will mean that the pixel is black and the highest
level (which is around 255) means that the pixel will appear white. In
colour images, each pixel has its own intensity of different colours, which
is usually represented in a three of red, green and blue.
The image resolution determines the amount of detail an image has. It is
measured in DPI, or Dots per inch. Dots refer to pixels and can also be
known as PPI, meaning, Pixels per inch. The higher an images DPI, the
better the quality the image will have. In other words, the more pixels
there are within a smaller space as seen on a computer screen, the more
detail an image will have. Lower resolution images use less disk space and
need less memory then a high resolution image. This is because higher
resolution images contain more pixels which store
information about the Image. For example, an
image with many different colours and is large,
would require more pixels than an image which is
monochrome and is smaller.
The pixel intensity is the different variations in
brightness a pixel can have. Generally, the scale ranges from 0 to 255. If a
pixel is at 0, it will appear black. At the opposite end of the scale, if a pixel
has a value of 255, it will be white. All other numbers in between are
variations of colour. Different images will have different combinations of
pixels that have different numbers. Therefore, images will vary in intensity
depending on the pixel value. The more pixels there are with a high value
on the scale, the higher the intensity of the image.

Types of Digital Graphics


A raster image is made up of a grid of pixels, commonly known as a
Bitmap. The larger the image is, the more pixels there will be and the
more memory the picture will take up on a disk. Pictures taken with a
digital camera, for example, are Raster images. Raster images can

usually be scaled down with no noticeable loss of quality, but if a raster


image is enlarged, each individual pixel is manipulated and contorted,
which can result in a significant loss of quality to the image and can make
the picture seem blurry.
Raster images have two different methods of file compression. lossy and
Lossless. Firstly, lossy compression is a technique in which an original
image is stored using approximate calculations, which results in partial
data discarding. When images are lossy compressed, the images reduce
in memory size, which is an advantage as it uses less disk space. But, it
also suffers from a reduction in quality in the final image.
In contrast to a raster, Vector images are made up of different basic
shapes, points, lines and curves. The shapes are expressed as a
mathematical equation which allows a vector image to be scaled up or
down without any loss of quality. Vector images are commonly used for
company logos and general print work such as brochures and posters.
This is because the image needs to be different sizes for different material
and products without the image losing any
quality.
Vector images are formed from various shapes
developed in computer graphics applications,
and can look cartoony. The shapes used to
make vector graphics are known as objects. An
objects size, position, colour and shape can be
edited individually to suit the needs of the designer. Unlike Raster, Vector
images can be scaled up or down in size and not lose any quality. This is
because in raster images, when increased in size, each separate pixel is
manipulated, making the image lose quality and seem blurry.

File Extensions
One file format used to save digital raster images that can be
monochrome or colour, is called BMP. This can also be known as Bitmap
Image File. This can also be stored as a data compression type of both
lossy and lossless.
PNG is another form of file extension formats used for Raster images. PNG,
or Portable Network Graphics, was created as an improved version of
Graphic Interchange Formats (GIF) file formats. PNG file formats are the
most commonly used compression format for lossless images on the
internet. With PNG file formats, low-resolution images load quickly, but are
also of a good quality standard.

Compression

Firstly, Lossy compression is a technique in which an original image is


stored using approximate calculations, which results in partial data
discarding. When images are lossy compressed, the images reduce in
memory size, which is an advantage as it uses less disk space. But, it also
suffers from a reduction in quality in the final image.
Even though the final image does
not appear to have the same
quality as the original image
before it was lossy compressed, it
does have other advantages. As
mentioned earlier, lossy
compression reduces the memory
size of the image, which means
that the image can be stored
without it using a lot of disk space. You can see an example of this in the
graphic above. As the birds image quality reduces from 80% to 10%, the
image size also decreases from 11KB to 3 KB. Also, a reduction in data
means that images are easier to transmit, as it takes little time for content
with less data to transfer, than it does for content that stores a lot of data.
On the other hand, Lossless file compression reduces a files size with no
loss of quality. This is because lossless compression is formed using a
class of data compression algorithms, that perfectly reconstructs an
image. As oppose to lossy, lossless compression does not have any data
lost in the process. However, lossless compression can reduce the size
needed for data by only a maximum of 50%. Meaning that there is little
change in the image size and the memory needed to store the data.

Image Capture
A scanner scans physical data. which is usually represented on paper.
The data that is scanned is transmitted onto a computer and is
then presented as a digital interpretation. The data that is
scanned can be text or images, both of these are stored onto
the computers memory as a digital image. I will probably not
use a scanner to transmit data onto the computer for my
game as I don't think that I will need to produce a physical
copy of anything before transferring it to a computer.
Another form of image capturing is digital cameras. Modern digital
cameras allow users to take visually high-quality images almost instantly.
The more expensive cameras can include many features that make it

easier to take photos to near professional standard as well as improving


the quality of the image itself depending on the cameras system
capabilities. I am not likely to us a digital camera in the creation of my
game as my game will be completely animated and will not include any
real-life aspects.
A tablet is another fairly recent method of image capturing. This is
because tablets have only existed for the last 6 years or even less. Image
capturing on tablets have become more and more advanced in recent
years as better technology has been developed to be suited to many
devices. Tablets are now as capable of image capturing and processing as
some digital cameras and other specialised devices. However, tablets
arent the ideal format of image capturing as they can struggle at taking a
good shot because of the physical design of the ij 4device. As I have
stated before, I do not think I will need any image capturing formats,
including tablets, as I do not need to photograph anything for my game in
real-life.

Optimising
My intended image output is going to be the televisions as my game will
be developed for console gaming. Also, it is obviously going to be screen
as a digital screen is needed (whether it be a phone, tablet or computer)
to access my game.
To give a single pixel a defined colour, there must be a certain amount of
bits that are combined together. The more bits of colour there are in a
pixel, the higher quality the image will be. The bits of colour are measured
in Bits per Pixel (BPP). Even though an image will be of better quality with
a high BPP, the image will also have a large file size as it has more
information to store. This means it will take more time to load and develop
on screen if I included high quality graphics in my game. Not only this, but
it will need more memory and RAM to run on the gaming console.
Resolution determines the amount of detail a digital raster image holds.
The more detailed an image appears, the higher resolution it will be.
Factors that can contribute to what resolution an image will be can be the
digital camera itself. Professional cameras will have a higher resolution to
amateur cameras. In my case, I am unlikely to use a digital camera to
capture raster images as I do not need to photograph images that will be
in my game.
The image resolution determines the amount of detail an image has. It is
measured in DPI, or Dots per inch. Dots refer to pixels and can also be

known as PPI, meaning, Pixels per inch. The higher an images DPI, the
better the quality the image will have. In other words, the more pixels
there are within a smaller space as seen on a computer screen, the more
detail an image will have. Lower resolution images use less disk space and
need less memory than a high resolution image.

Storage of Image assets


In my game, I will include numerous images of locations, characters and
general objects. This means that the size of my game in terms of data will
be drastically increased because of the amount of images I will be
including. As well as the game, the file itself that I will use to store my
images in will also be quite large. The reason for this is that I intend to
only use visually high-quality images to make my game look as
professional as possible, the higher quality images I collect, the more data
that is stored in them. In turn, this means the larger the file that I will use
to store the images in will be.
I will also need to suitably name the file that I will use to store my images.
This is so that I am able to locate the file with ease within my personal
workspace. In addition to this, I will require to save this file as a particular
image format, so that it is compatible with the softwares that I will be
using to import the images in. The most popular image naming
convention is JPEG/JPG. This is the standard naming format for image
assets as it saves assets in a format that can be transferred and used on
various softwares. JPG also saves images in the same visual quality as the
original image, meaning no data is lost through converting file formats.
I will need to manage my assets effectively and wisely. This means I will
almost certainly need to back-up my data and possibly create and save
various versions of files so that if for any reason data is lost, I can easily
recover work and continue where I had left off.

Computer Game Graphics


Pixel Art
Pixel art is a form of a digital design method that can use both vector and
raster style images. It is always designed using a computer and can
represent any object that the designer chooses. Pixel art is
commonly used in computer games as a method of
animation that can be used to represent characters in a
game and even the game environment.
Pixel art is not expensive to do; however, it does require a
skilled professional in this field of media to produce a
professional standard computer game that includes pixel art
as you have got to know what you are doing and how to do it
properly.
One of the most popular examples of pixel art being used in
computer games would be Super Mario. As well as being a
platform based game, the infamous Super Mario is produced using a
variety of coloured pixels that make the characters in the game come to
life. The characters in the game contain little to some detail, as it is quite
difficult to put large amounts of details in to characters and other aspects
of any game using the pixel art technique.

In this case, Super Mario is a 2D game when referring to the classic Super
Mario games, However, newer versions of the game have been released in
3D, the 3D versions of the game are not created using Pixel art and are
instead produced using advanced animations that are more visually
appealing.
Other 3D games dont tend to use pixel art in the creation of the game as
other more visually appealing methods that arent expensive are now
available. Also, Pixel art is most commonly used for 2D games as it works
better in this format.

Concept Art
Concept art refers to the artwork of characters, objects and environments
that is produced prior to the actual production of a game. These usually
come in the form of highly detailed sketches that could be either handdrawn or computer generated.
The purpose of concept art is to give the game developers a chance to
see what the characters and objects in the game would look like if they
could include as much detail and add as much features to the art as they
could. Doing this is a good opportunity for the developers of the game to
decide on if they should alter the characters to
be more suited to the game or basically keep
the same initial idea with few changes.

Characters
Characters in computer games vary widely
from game to game. This is because of the very
large range of games the players can choose from, with each one
containing a different back-story, a different environment that characters
are situated in and a different universe of game altogether. This means
that all games offer different types of characters, which behave in
different ways. Not all characters in computer games are playable either,
with a lot of games including many NPCs (Non-Playable Characters).
These types of characters cannot be controlled by players and are instead
used to either progress the storyline of a game further, or make the game
more realistic.
The range of characters from computer games continues when also
talking about the general graphics of characters. This is because there are

so many games currently available today, that the graphics of characters


vary widely. In most recent games, characters can be made to be highdefinition in visual quality, or even 4K depending on the console that the
game is played in. Older games however, offer a lot less visual quality in
characters as the technology wasnt available to produce high-quality
images and digital characters in computer games.

Weapons
Weapons, like many other features in games, differ
greatly from all games. Games that include weapons
also tend to include a certain amount of violence. Common
FPS
(First-Person Shooter) action games include many weapons with some
even based on real-life models of guns and melee equipment. A common
example of gun violence in games would be the Call of Duty franchise, as
well as the Battlefield saga. These games tend to be targeted towards
older audiences (over 18s) because of the level of violence and types of
weapons that they include in the game, it is not suitable for young people
or children to play the game.
However, weapons can be included in a game that is targeted towards a
younger audience of gamers, like young people and children. These types
of weapons are usually fictional and entirely created and developed by the
game designers themselves. A good example of a game that includes
fictional weapons which is targeted towards younger audiences is Super
Mario. Almost all features included in this game is
created by the game designers and are not designed to
be malicious or harmful in any way.

Vehicle
From game to game, the vehicles included in the gameplay vary greatly. In
some games, vehicles can be made to represent a real-life vehicle or even
be a digital replica of a vehicle (this could be various cars, motorbikes or
HGVs) Grand Theft Auto is a good example of vehicles in a game that is
based on real-life models. This is because, in this game, numerous types
of cars are included for players to use to be more mobile and travel within
the map from one destination to another relatively quickly when
compared to just walking.
Other games include various types of fictional vehicles that can be
anything from vehicles based underwater, to interstellar space crafts.

Ultimately, types of vehicles differ from game to game. The same can be
said about the graphics of vehicles in games. This depends on how recent
the game is, as well as what the game is actually about. As mentioned
previously pixel art can be used to design a vehicle and include it in a
game like Super Mario.

Texture Art
The texture art of a game refers to the different pattern overlays that are
used within a game. Texture art is commonly used on nature in games.
Aspects like the ground in a game, the sky and trees are all commonly
created using various effects and texture art.
By putting texture art in a game, it gives objects and materials found in a
game a level of depth and realism that can only be created using the
texture art technique.
In Grand Theft Auto, all buildings found in the game have a texture art laid
over them to make them more realistic and look
like a building found in real-life. The same can be
said about the nature aspects in the game as well.
This is because the forests and land that are found
in the game are also created using texture art as a
method of adding depth and realism to the game.

Environment
Out of all the features that make up a computer game, the type of
environment that the game is set in varies most from different games.
Where the game is set plays a big part in how the game I actually played
and what limits the players have in the game. In Grand Theft Auto, the
majority of structures and realistic buildings found in the game cannot be
interacted with by the player, even though various objects and items can
be manipulated by players. In contrast to this, the first- person shooter
game Battlefield incorporates buildings which can be manipulated by
players. The graphics of buildings and structures in a game depend on the
system graphics that the game is played on, as well as how the buildings
are designed by developers.

Background Graphics
Walls, Forests, Clouds
In all games, there will be graphics that are made
purely for the background of a game. This can mean
that they are only made for the aesthetics of a game
to make the game look good, or they could be fully
interactive with the player. 2D games tend to include
background graphics that are not interactive with the
player and are only there to complete the games
scenery. 3D games include various types of background graphics. In Grand
Theft Auto, there are different types of walls that can be interacted with
by players, as well as a number of forests that players are able to explore
with freedom.
Clouds are usually placed in a game to add more realism and cannot be
interacted with by players. It would be difficult to make a game realistic
whilst making the clouds interacted with by players.

In- Game Interface


The in-game interface follows a similar layout to the majority of games. A
main menu gives players a selection of options to choose from before
starting a game. The menu will include options like
New Game, Settings and Multiplayer (if the game
includes a multiplayer option). The menu of a game
gives players a chance to set up their game how they
want before starting. Players can often adjust the
general settings of the game like the audio and the
visual quality that the game is played at. For players,
this means that games could be played in 4K if the game allows it and a
suitable TV is used. The menu is also important because before starting
out a new game, the menu will usually ask about the difficulty that the
player wants to play in. This means that amateur players are able to
choose an easier difficulty to play on for regular players of the game that
might play on a harder difficulty.

Heads-up Display
The Heads-up display is commonly found in games that involve driving of
some kind, or a first-person shooter (action) game. The HUD is used to
present information to players whilst performing an action. For example,
in a first-person action game, the HUD would most likely display the
amount of ammunition that the player has left, what other equipment
they have collected and are able to use and how
much health the player has left until he/ she dies ingame.
Another example of a HUD in a game would be
being the pilot of a fighter jet. In this case, the HUD
would possibly display which direction the player is
travelling in, how damaged the vehicle is and where the player is in
relation to the map of the game.

Game Packaging
Console/ Box Cover
The box that the console itself comes in, follows a similar layout to that of
a game. An Xbox One box cover for example will have an instruction and
safety manual inside it so that people can know what limits the Xbox has

as well as what is safe and what is dangerous to do on the Xbox. However,


the case for the console will not display an age rating like a game will, as
there is no material that is on an Xbox that is not suitable for some
people.
Both the game cover and the console cover will have an image on the
front that is clearly visible that represents what the game is about, or
what the console looks like as well as the controller, as seen in the image
below.
The cover of a game is important as it offers game developers the chance
to give players a first-impression of a game to ultimately make them
purchase and play the game. The game cover can act as an
advertisement for the game to show what players can expect from a
game, but at the same time keep them interested by not giving too much
away. Some front covers of games also include ratings from official
gaming communities and bodies that give games a rating based on
various factors in the game. Similar to this, games will often include any
awards that they have won on the front cover in relation to the game, or
even any nominations that the game has got for any awards. Including
this on the front cover of a game already shows people that the game is
good enough to be nominated or given an award.
As well as this, the front cover will also include the age rating that the
game has got given. The age is rated anywhere between PG (Parental
Guidance) to 18 years old. It is a legal requirement for games to include
the age rating on the cover of the game to
display who the game is specifically targeted
towards and who is actually able to legally
purchase the game. Anyone under the age rating
of a game is not able to buy it. For example,
anyone who is under the age of 18 is not able to
buy a game that is rated 18.

All games will include the title of the game on the front, as well as a
graphic design alongside it to make the advertising effective.

The image shown here is the front cover for the


widely popular fantasy free-roaming game Skyrim.
This game is set in a mystical past-world that
contains magical beasts like violent dragons. As
shown here, the age rating for this game is an M.
This basically means that the game is only made for
Mature audiences only (this usually means aged 16
and above in the UK). The front cover consists of the
standard title for the game which is in an easy to
read font, an appropriate colour and a size that
stands out on the page. The image below makes a
reference to the game which players would
understand if they played the game.

A3 Poster
A paper designed poster is an effective way to advertise a game. On an
A3 sized sheet, it is good for designers as they can include quite a lot of
content on the poster to try and make audiences interested and to try and
catch peoples attention. An A3 sized poster and the front cover of a game
could be fairly similar. This is because a poster will also include the overall
title of the game, as well as a couple of graphic designs, concept art or
images that relate to the game the best and stand out the most. Posters
for games will usually include a large amount of colour and bold text to try
and make the poster stand out to an audience.
As seen here for the poster for Grand Theft Auto V, the poster includes a
large contrast and variety of colours that catch
the eye of the audience. It also makes the
poster a lot more interesting in general. The
centre of the poster just shows the title of the
game that is large enough to read from a
distance but is not big enough that it fills the
page and covers the images entirely. The
colour of the text is also kept to a standard
white, with the font also easily readable.

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