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Graphic specification

Introduction:

In this document I am going to cover the following topics for each of the
story boards I created, the list below is the range I am going to cover for
each of the story boards below.

Thumbnail sketching
Visual style (colour, style, photorealistic, cell-shading, anime,
manga)
Composition
Typography
Technical considerations (File format, file size, optimisation, file
name, conventions, asset management, intended output)
Final design/graphic
Motion L&E

First image: This image is of a landscape/first person perspective of a


woods and of a forest.

Thumbnail:
The thumbnail for this image would be a small section of this image,
this is a thumbnail s it will have a lot smaller file size than the actual
image, an example of this is cropping a lot of the outer image out and
making the resolution higher so the resolution is big enough to fit the
image in a smaller space without losing any of the detail.

Visual style:

In this section I am covering colour, style, photorealism, cell shading,


anime and manga.
The colour on this image is going to vary as I am going to have a
landscape of the woods and of fields, this means the colours will be
varied from green, brown, blue, white, orange, red, this colours will
vary in intensity also as there will be one shade of brown for certain

1
aspects and other intensities for other objects, this is the game for the
green as the grass will not all be the exact same shade as the light will
hit more parts more than others etc.
The style is the same as all of the other graphics I created as the game
is based around the woods so all of the graphics I am producing are of
woods and fields, this is easy as this means that all of the graphics
follow a certain theme of being an apocalypse type environment where
there arent any people, cities, cars, electricity etc.
Photorealism is a BIG part of the game as the image as the game is
based on trying to make the graphics as realistic as possible, this is
because the game is going to be designed for the PlayStation VE (3/4th
generation due to the 4/5-year production time).
Cell shading and colour are a VERY big part of this image as they are
both used heavily to ensure the image look as realistic as possible, this
is through shading to make images look 3D/real which adds depth to
the image.
Anime and manga are NOT involved in this image or ANY of the images
I made this ENTIRE game, as I am aiming for a very realistic game
anime and manga would ruin this, this is because I have said in ALL of
my paperwork that the game is going to be realistic and NOT
animated.

Competition:
The composition of this image is going to be based heavily on the HD
images I take myself in the public woods/fields so I do not need
clearance to be there or take images, then I am going to edit these
images to enhance them without taking away any of the details.

Typography:
There is no typography in this image but there will be certain
typography in the game which will be very simplistic as the player will
see descriptions attached to each of the objects and tabs and hot
keys and all of the other interactive aspects of the game will be
labelled so that the layer can navigate the game easily.

Technical considerations (File format, file size, optimisation, file


name, conventions, asset management, intended output):
In this section I am going to be covering the topics listed above.

2
File format:
The file format of this image is the same as all of the other images I am
going to create, this is because I am going to export them all from
PhotoShop as JPEG files as I know that this file format is widely used and
accepted by websites, softwares and computers.

File size:
The file size of all of the images will be very different as the file size will be
based on the size of the original image and then how big the file size is
after I edit the image, this will NOT be compressed as I am NOT going to
lose resolution to save a tiny amount of space. This is mainly because
PhotoShop still uses lossy compression instead of lossless which does not
reduce the resolution of the image to save on space.
Optimisation:
The optimisation of this image will mainly be on resolution and bit depth,
this is to ensure I have the most realistic image I can over trying to save
as much data as possible by using really low quality images, I would
rather have high quality larger files as they look a lot better in comparison
to the lower quality images.
File name:
The file name/names of all of the images are going to be very simple as
this will make the images and the assets to build the images very easy to
find when I go to actually create the images next assignment.
Conventions:
The conventions for the images I am crating is that they are all going to
follow the same theme, they will mostly all incorporate the same variety
of colours as I am going to take these images in the same area, this also
follows the same conventions as they are all going to be very high
resolution, bit depth and cell shading.

Assets management:
As I mentioned in the file size, I am going to name the assets that make
up the images and the finished images something very simple so it is easy
to find everything when I go to create it, also I have set up several layers
of folders which categorise all my work very easily, in the image to the
right this is the bar that shows the folder order I have the images stored
in.

3
The image to the right shows that I have a
Creative media folder, then a Year 2
folder, then a Unit 78 folder, then an
assignment 2 folder then a graphics
folder and a finished graphics folder.

Intended output:
The output for this image is going to be a very high quality image with
quite a high file size, this is due to the fact I will stop compression before I
export this image, this means that the image will not be exported and
compressed therefore the compression will not occur meaning the image
wont be drained of pixels to save a small amount of space.

Final design/graphic:
All of the images I drew up on the story boards are very easy to create on
PhotoShop, I did this so that I would be able to create them on PhotoShop
in the amount of time that I had.
The actual final graphics will be the digital ones after I am finished
exporting them from PhotoShop after I edited them.

Motion L&E:
L&E refers to legal and ethical, this is just about all of the copy rights and
codes of practice, this will be covered in a lot more detail on the legal and
ethical document.

Second image: This image is of a landscape/first person perspective of


a woods and of a forest during the night, this image also involves a torch
as it is a creatable item within the game that gives of light and can be
used as a weapon.
Thumbnail:
The thumbnail for this image would be a small section of this image,
this is a thumbnail s it will have a lot smaller file size than the actual
image, an example of this is cropping a lot of the outer image out and

4
making the resolution higher so the resolution is big enough to fit the
image in a smaller space without losing any of the detail.

Visual style:

In this section I am covering colour, style, photorealism, cell shading,


anime and manga.
The colour on this image is going to vary as I am going to have a
landscape of the woods and of fields, this means the colours will be
varied from green, brown, blue, white, orange, red, this colours will
vary in intensity also as there will be one shade of brown for certain
aspects and other intensities for other objects, this is the game for the
green as the grass will not all be the exact same shade as the light will
hit more parts more than others etc.
The style is the same as all of the other graphics I created as the game
is based around the woods so all of the graphics I am producing are of
woods and fields, this is easy as this means that all of the graphics
follow a certain theme of being an apocalypse type environment where
there arent any people, cities, cars, electricity etc.
Photorealism is a BIG part of the game as the image as the game is
based on trying to make the graphics as realistic as possible, this is
because the game is going to be designed for the PlayStation VE (3/4th
generation due to the 4/5-year production time).
Cell shading and colour are a VERY big part of this image as they are
both used heavily to ensure the image look as realistic as possible, this
is through shading to make images look 3D/real which adds depth to
the image.
Anime and manga are NOT involved in this image or ANY of the images
I made this ENTIRE game, as I am aiming for a very realistic game
anime and manga would ruin this, this is because I have said in ALL of
my paperwork that the game is going to be realistic and NOT
animated.

Competition:
The composition of this image is going to be based heavily on the HD
images I take myself in the public woods/fields so I do not need
clearance to be there or take images, then I am going to edit these
images to enhance them without taking away any of the details.

5
Typography:
There is no typography in this image but there will be certain
typography in the game which will be very simplistic as the player will
see descriptions attached to each of the objects and tabs and hot
keys and all of the other interactive aspects of the game will be
labelled so that the layer can navigate the game easily.

Technical considerations (File format, file size, optimisation, file


name, conventions, asset management, intended output):
In this section I am going to be covering the topics listed above.
File format:
The file format of this image is the same as all of the other images I am
going to create, this is because I am going to export them all from
PhotoShop as JPEG files as I know that this file format is widely used and
accepted by websites, softwares and computers.

File size:
The file size of all of the images will be very different as the file size will be
based on the size of the original image and then how big the file size is
after I edit the image, this will NOT be compressed as I am NOT going to
lose resolution to save a tiny amount of space. This is mainly because
PhotoShop still uses lossy compression instead of lossless which does not
reduce the resolution of the image to save on space.
Optimisation:
The optimisation of this image will mainly be on resolution and bit depth,
this is to ensure I have the most realistic image I can over trying to save
as much data as possible by using really low quality images, I would
rather have high quality larger files as they look a lot better in comparison
to the lower quality images.
File name:
The file name/names of all of the images are going to be very simple as
this will make the images and the assets to build the images very easy to
find when I go to actually create the images next assignment.
Conventions:
The conventions for the images I am crating is that they are all going to
follow the same theme, they will mostly all incorporate the same variety
of colours as I am going to take these images in the same area, this also

6
follows the same conventions as they are all going to be very high
resolution, bit depth and cell shading.

Assets management:
As I mentioned in the file size, I am going to name the assets that make
up the images and the finished images
something very simple so it is easy to find
everything when I go to create it, also I have
set up several layers of folders which
categorise all my work very easily, in the
image to the right this is the bar that shows
the folder order I have the images stored in.
The image to the right shows that I have a
Creative media folder, then a Year 2
folder, then a Unit 78 folder, then an assignment 2 folder then a
graphics folder and a finished graphics folder.

Intended output:
The output for this image is going to be a very high quality image with
quite a high file size, this is due to the fact I will stop compression before I
export this image, this means that the image will not be exported and
compressed therefore the compression will not occur meaning the image
wont be drained of pixels to save a small amount of space.

Final design/graphic:
All of the images I drew up on the story boards are very easy to create on
PhotoShop, I did this so that I would be able to create them on PhotoShop
in the amount of time that I had.
The actual final graphics will be the digital ones after I am finished
exporting them from PhotoShop after I edited them.

Motion L&E:

7
L&E refers to legal and ethical, this is just about all of the copy rights and
codes of practice, this will be covered in a lot more detail on the legal and
ethical document.

Third image: This image is of a cover for the game, this includes a shot
of the woods during the day and of a giant spider, this is going to be on
the cover, the main character isnt on the cover as there ICNT a main
character as it is a solely first person game with only single player so
there is NO NEED for a main character.
Thumbnail:
The thumbnail for this image would be a small section of this image,
this is a thumbnail s it will have a lot smaller file size than the actual
image, an example of this is cropping a lot of the outer image out and
making the resolution higher so the resolution is big enough to fit the
image in a smaller space without losing any of the detail.

Visual style:

In this section I am covering colour, style, photorealism, cell shading,


anime and manga.
The colour on this image is going to vary as I am going to have a
landscape of the woods and of fields, this means the colours will be
varied from green, brown, blue, white, orange, red, this colours will
vary in intensity also as there will be one shade of brown for certain
aspects and other intensities for other objects, this is the game for the
green as the grass will not all be the exact same shade as the light will
hit more parts more than others etc.
The style is the same as all of the other graphics I created as the game
is based around the woods so all of the graphics I am producing are of
woods and fields, this is easy as this means that all of the graphics
follow a certain theme of being an apocalypse type environment where
there arent any people, cities, cars, electricity etc.
Photorealism is a BIG part of the game as the image as the game is
based on trying to make the graphics as realistic as possible, this is
because the game is going to be designed for the PlayStation VE (3/4th
generation due to the 4/5-year production time).

8
Cell shading and colour are a VERY big part of this image as they are
both used heavily to ensure the image look as realistic as possible, this
is through shading to make images look 3D/real which adds depth to
the image.
Anime and manga are NOT involved in this image or ANY of the images
I made this ENTIRE game, as I am aiming for a very realistic game
anime and manga would ruin this, this is because I have said in ALL of
my paperwork that the game is going to be realistic and NOT
animated.

Competition:
The composition of this image is going to be based heavily on the HD
images I take myself in the public woods/fields so I do not need
clearance to be there or take images, then I am going to edit these
images to enhance them without taking away any of the details.

Typography:
There is no typography in this image but there will be certain
typography in the game which will be very simplistic as the player will
see descriptions attached to each of the objects and tabs and hot
keys and all of the other interactive aspects of the game will be
labelled so that the layer can navigate the game easily.

Technical considerations (File format, file size, optimisation, file


name, conventions, asset management, intended output):
In this section I am going to be covering the topics listed above.
File format:
The file format of this image is the same as all of the other images I am
going to create, this is because I am going to export them all from
PhotoShop as JPEG files as I know that this file format is widely used and
accepted by websites, softwares and computers.

File size:
The file size of all of the images will be very different as the file size will be
based on the size of the original image and then how big the file size is
after I edit the image, this will NOT be compressed as I am NOT going to
lose resolution to save a tiny amount of space. This is mainly because

9
PhotoShop still uses lossy compression instead of lossless which does not
reduce the resolution of the image to save on space.
Optimisation:
The optimisation of this image will mainly be on resolution and bit depth,
this is to ensure I have the most realistic image I can over trying to save
as much data as possible by using really low quality images, I would
rather have high quality larger files as they look a lot better in comparison
to the lower quality images.
File name:
The file name/names of all of the images are going to be very simple as
this will make the images and the assets to build the images very easy to
find when I go to actually create the images next assignment.
Conventions:
The conventions for the images I am crating is that they are all going to
follow the same theme, they will mostly all incorporate the same variety
of colours as I am going to take these images in the same area, this also
follows the same conventions as they are all going to be very high
resolution, bit depth and cell shading.

Assets management:
As I mentioned in the file size, I am going to name the assets that make
up the images and the finished images
something very simple so it is easy to find
everything when I go to create it, also I have
set up several layers of folders which
categorise all my work very easily, in the
image to the right this is the bar that shows
the folder order I have the images stored in.
The image to the right shows that I have a
Creative media folder, then a Year 2
folder, then a Unit 78 folder, then an assignment 2 folder then a
graphics folder and a finished graphics folder.

Intended output:

10
The output for this image is going to be a very high quality image with
quite a high file size, this is due to the fact I will stop compression before I
export this image, this means that the image will not be exported and
compressed therefore the compression will not occur meaning the image
wont be drained of pixels to save a small amount of space.

Final design/graphic:
All of the images I drew up on the story boards are very easy to create on
PhotoShop, I did this so that I would be able to create them on PhotoShop
in the amount of time that I had.
The actual final graphics will be the digital ones after I am finished
exporting them from PhotoShop after I edited them.

Motion L&E:
L&E refers to legal and ethical, this is just about all of the copy rights and
codes of practice, this will be covered in a lot more detail on the legal and
ethical document.

Fourth image: This is an image of the thumbnail which is a shrunk down


version of a graphic from the game.

Thumbnail:
As this is the thumbnail image I cannot make a thumbnail of a
thumbnail as it is already a thumbnail.

Visual style:

In this section I am covering colour, style, photorealism, cell shading,


anime and manga.
The colour on this image is going to vary as I am going to have a
landscape of the woods and of fields, this means the colours will be
varied from green, brown, blue, white, orange, red, this colours will
vary in intensity also as there will be one shade of brown for certain
aspects and other intensities for other objects, this is the game for the

11
green as the grass will not all be the exact same shade as the light will
hit more parts more than others etc.
The style is the same as all of the other graphics I created as the game
is based around the woods so all of the graphics I am producing are of
woods and fields, this is easy as this means that all of the graphics
follow a certain theme of being an apocalypse type environment where
there arent any people, cities, cars, electricity etc.
Photorealism is a BIG part of the game as the image as the game is
based on trying to make the graphics as realistic as possible, this is
because the game is going to be designed for the PlayStation VE (3/4th
generation due to the 4/5-year production time).
Cell shading and colour are a VERY big part of this image as they are
both used heavily to ensure the image look as realistic as possible, this
is through shading to make images look 3D/real which adds depth to
the image.
Anime and manga are NOT involved in this image or ANY of the images
I made this ENTIRE game, as I am aiming for a very realistic game
anime and manga would ruin this, this is because I have said in ALL of
my paperwork that the game is going to be realistic and NOT
animated.

Competition:
The composition of this image is going to be based heavily on the HD
images I take myself in the public woods/fields so I do not need
clearance to be there or take images, then I am going to edit these
images to enhance them without taking away any of the details.

Typography:
There is no typography in this image but there will be certain
typography in the game which will be very simplistic as the player will
see descriptions attached to each of the objects and tabs and hot
keys and all of the other interactive aspects of the game will be
labelled so that the layer can navigate the game easily.

Technical considerations (File format, file size, optimisation, file


name, conventions, asset management, intended output):
In this section I am going to be covering the topics listed above.
File format:

12
The file format of this image is the same as all of the other images I am
going to create, this is because I am going to export them all from
PhotoShop as JPEG files as I know that this file format is widely used and
accepted by websites, softwares and computers.

File size:
The file size of all of the images will be very different as the file size will be
based on the size of the original image and then how big the file size is
after I edit the image, this will NOT be compressed as I am NOT going to
lose resolution to save a tiny amount of space. This is mainly because
PhotoShop still uses lossy compression instead of lossless which does not
reduce the resolution of the image to save on space.
Optimisation:
The optimisation of this image will mainly be on resolution and bit depth,
this is to ensure I have the most realistic image I can over trying to save
as much data as possible by using really low quality images, I would
rather have high quality larger files as they look a lot better in comparison
to the lower quality images.
File name:
The file name/names of all of the images are going to be very simple as
this will make the images and the assets to build the images very easy to
find when I go to actually create the images next assignment.
Conventions:
The conventions for the images I am crating is that they are all going to
follow the same theme, they will mostly all incorporate the same variety
of colours as I am going to take these images in the same area, this also
follows the same conventions as they are all going to be very high
resolution, bit depth and cell shading.

Assets management:
As I mentioned in the file size, I am going to name the assets that make
up the images and the finished images
something very simple so it is easy to find
everything when I go to create it, also I have
set up several layers of folders which
categorise all my work very easily, in the
image to the right this is the bar that shows
the folder order I have the images stored in.

13
The image to the right shows that I have a Creative media folder, then a
Year 2 folder, then a Unit 78 folder, then an assignment 2 folder
then a graphics folder and a finished graphics folder.

Intended output:
The output for this image is going to be a very high quality image with
quite a high file size, this is due to the fact I will stop compression before I
export this image, this means that the image will not be exported and
compressed therefore the compression will not occur meaning the image
wont be drained of pixels to save a small amount of space.

Final design/graphic:
All of the images I drew up on the story boards are very easy to create on
PhotoShop, I did this so that I would be able to create them on PhotoShop
in the amount of time that I had.
The actual final graphics will be the digital ones after I am finished
exporting them from PhotoShop after I edited them.

Motion L&E:
L&E refers to legal and ethical, this is just about all of the copy rights and
codes of practice, this will be covered in a lot more detail on the legal and
ethical document.

14

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