Successful Contrast
This screenshot from the video game Alan Wake is an example of successful contrast. In this atmospheric game the contrast between light and dark is heavily emphasized, but there are other forms of contrast in this image that makes it a successful example. It's contrast in depth and scale allows the viewer to see that the forest ranger is further away than the main character, located on the left side. The contrast in shapes shows the differences between people, benches, doorways, railing, and paintings in this image. And the contrast in color identifies the red on the floor and windows as blood leading to the ranger. This image is an example of a game that has been carefully made, with much consideration given to how to approach a suspenseful atmosphere using multiple contrasts, the most important of which is the contrast of light and dark.
This image from the game emphasizes the use of contrast that identifies the enemies from the rest of the surroundings. As the enemies are covered in darkness, their appearance is black and fuzzy, showing both a contrast in tone from the background of the building, and in focus. This image also again shows contrast in depth, with the main character appearing taller than the enemies and building which shows that he is closer to the foreground than everything else.
This screenshot from the television show South Park is an example of bad contrast. While it does succeed in using contrast between depth and scale, such as the size of characters and lockers in the front to those in the background, it fails in its use of contrast of color and tone. The failure of this image is the great difference of design style between the giant bird and the children. The tone of colors in the bird is completely different compared to the rest of the scene. The tone and design style set it apart from the rest of the scene and makes it obvious that it does not belong there. Despite that, this was the point that the creators wanted to make, that this is completely random thing that does not belong here. However, from just this image, to someone who doesn't know the show this seems to just be badly designed, though well drawn.
Thursday, December 20, 2012
Thursday, December 6, 2012
DAI 323 Week 12 Navigation
In the video game XCOM:
Enemy Unknown, from Firaxis Games, the user navigates through the 3D space
of the game by controlling each member of their squad through the different
levels. With this game, I imagine that the navigation problem that had to be
overcome was balancing between movement and actions. When the player moves a
character they can move within a large area split into two zones, the first
zone being where the character can move and still perform an action, and the
second zone shows where the character sacrifices their action in order to move
a greater distance. This means that unless the two zones are made visually
distinct, the player will not know where one zone ends and the other begin.
This problem was easily overcome by highlighting the zones that each squad
member can move during their turn and shows you the path they will take with a
luminous blue line that leads to the highlighted spot that the player wishes to
move to. When a character begins their turn the first zone is shown outlines in
blue, and beyond the blue zone is the yellow zone. Another problem that the
user may encounter while navigating the environment is defensible cover, where
the user can move their characters in order to protect them from damage. However,
this problem is also easily resolved by the use of a shield symbol which shows
which direction they are protected from and how much protection the cover
offers. If the shield is blue than they are protected from attacks from the
direction behind the shield, but if it is red then that spot is not safe. This
allows the user to navigate through the 3D space easily while being aware of
their surroundings.
In this comic strip, from the web comic Penny Arcade, the user navigates through the panels by both
following the speech bubbles and following the panels. Some big problems for
users reading comics are when it is confusing who is saying what, and when the
speech bubbles are not presented in the correct order because it would cover
important parts of the image. The main reason that this would occur is when the
artist either does not keep in mind the space needed for the bubbles or when
the artist is unaware of how much text will be present in each panel. In this
comic strip, however, the creators solved those problems in a very simple, three
part way. First, and foremost, they left enough open space at the top of each
panel for multiple speech bubbles so that they did not cover up the characters
faces. Second, they connected speech bubbles to limit the number of arrows
pointing to the speaker. Third, and most important to the understanding of the
dialogue, they made sure to order the speech bubbles in order of when the
dialogue is to be read. This means overlapping speech bubble borders and
stretching the bubbles’ arrow to ensure that it is clear who the speakers are. This
comic assumes that the reader knows to read it from left to right and up to
down, and it orders its texts and panels to move in that direction as well.
Thursday, November 29, 2012
DAI 323 Dimension/Depth/Space/Scale
In this screenshot of game-play from the video game Call of
Duty 4, from Infinity Ward and Activision, many depth cues allow the viewer’s
mind to know that this image is of a 3-dimmensional space instead of a flat
2-dimmensional picture. The most outright cue is overlap, also referred to as
interposition or occlusion, which is when one object blocks a portion of
another object from sight, showing that the first object is closer in depth to
the viewer than the objects it blocks. This can be seen most prominently in the
overlap of the gun over the soldiers, trees, grass, and ground, but it can also
be seen in the overlap of the trees and the helicopter and the trees and
helicopter with the mountain. The second most prominent cue is relative size:
when two objects that the viewer knows are the same size appear as different
sizes depending on their depth from each other. An example is when a light post
in a picture appears extremely large while another light post appears as a
fraction of the size it means that the larger post is closer while the smaller
post is further from the viewer. This cue can be seen in the sizes of the
soldiers and trees, the closer they are to the viewer the bigger they seem,
while the further away they are the smaller they seem. The third most prominent
is texture gradient, which is when the viewer can see the fine details of
objects that are close in depth, but the further an object is the more obscure
the fine details become. This cue can be seen in the grass and tree branches of
the screenshot. The clumps of grass that are close to the viewer can be seen as
being composed of long blades of grass while the ones further away are clumps
of similar, grass-like, colors. The same happens with the tree branches, the
needles of the trees can be seen on the closer tree branches, but as they
become further from the viewer they turn more into clumps of green with small
partings where the sky is visible through and shading that shows the branches
are at different depths even when they are so close to each.
Thursday, November 15, 2012
DAI 323 Week 11 Tone and Color
How TONE is operating
The tone in this image adds progressively greater detail in
each part, though it is most important in the first two parts. In the first part,
the sketch, the tone is used to show the difference between the waistcloth and
the creature’s skin, and basic shading to draw out the details of the creature.
In the second part of the image, the render, tone adds depth to make the
creature appear 3 dimensional. This is accomplished by more complex shading
that shows the curves and detail of the form. In the third part, the colored
render, the tone of color enhances the depth and lighting in the image, giving
it a more life-like physical and visual form.
How TONE is interacting
In the sketch, tone interacts with line to establish the
boundary and contours of the subject. Line is also used to provide different
tones of shading to show the build of the creature, and the detail on the
horns, tail, and face. The lines in the render as less defined than in the
sketch, but still serve the purpose of adding realistic shading to the muscles,
body, and face. In the complete color render there are no longer any lines,
they have been replaced by color and tone to show the contour and the detail of
the subject.
How COLOR is operating
Color comes after, and as a result, of tone. Tone itself, in
the first two parts of the image, provides color as varying shades of grey. In
the colored render, color operates by enhancing the details and lighting that
tone provided. The render becomes much more life-like when it is colored, the
horns, nails, and waistcloth are set apart from the flesh colored body while
the cuts are more obvious, all of which give “character” to the creature.
How COLOR is interacting
Color is interacting with texture throughout the image, but
primarily in the colored render. In the sketch, the different shades of grey
create enough texture to show which parts are supposed to be scales, which are
cloths, and which are bone and flesh. In the uncolored render, texture is
further fleshed out, now showing the bumps and curves and bulges of the
creature, though some of the texture differences between the cloth and skin are
lost. The scales on its arms and tail have also been removed and the horns have
been changed so that they appear to have a pattern carved in them. In the
colored render is where color and texture interact the most together. Here the
final texture is added, the creature is given small grooves in the skin of its
chest, legs, and arms; the cuts on its chest and leg are more prominent; even
the lines on the knuckles are added. However, all this texture would be lost if
it wasn’t for the color in this render: the red that makes its wounds more noticeable
and the patterns in the horns easily seen, and the lighting that makes the grooves
I the skin stand out.
Thursday, November 8, 2012
DAI 323 - Video Game Concept Art
Tone is built upon lines and can communicate depth, light
and even mood. It uses lines to create the edges between dark and light areas
and is the easiest way to communicate depth and detail in the visual environment.
In this concept art for the video game, Transformers 2, we see tone along every
line, depicting the detail and depth of the image by the clarity of tone: the
closer something is to the foreground, the darker it is as well as the more
detailed; while the further something is from the foreground, the lighter and
more blurred in tone it is. Another way depth and distance, as well as light,
is shown is by the brightness in the background furthest from the given point
of view. The light creates shadows and darkened areas that are facing away from
it, further adding depth in the tone. The use of tone in this image adds a
great amount of detail to the visual and helps not only to better convey the
scene that the artist wants to show, but also to bring the it to life.
Lines are built off of dots, and by tracing the lines back
the viewer can easily find the vanishing point that the lines originate from. The
lines in this concept art from the video game The Bourne Conspiracy, by High Moon Studios, are tight and
carefully measured. The detail given to the lines brings the buildings to life.
As a notation system, the lines in this image create symbols that the viewer
interprets, such as the lines on the ground symbolize the lane divides and
cross walks while the lines on the buildings shows the pillars, windows, roofs,
arches, and ledges. This environment heavily relies on lines for its form and
detail.
Direction is active in this image, another concept art image
for the video game The Bourne Conspiracy,
because of the lines and movement within the picture. With this image balanced
so that the subject is perfectly horizontal, the viewer can tell that the
bullet lines and muzzle fire, bullets are moving side to side across the image.
The viewer can also tell the direction people are facing by the lines of the
image. By the movement of the people being shot, they are either moving
backward or falling down. The unbalanced nature of the scaffolding conveys that
it is collapsing and the unbalanced candles show that they are falling off of
the broken altar.
Thursday, November 1, 2012
DAI 323 Visual Thinking Research
My relative solved this puzzle quickly. She first looked for
patterns in the edges and noticed that three of the four images had an inner
bar that the fourth one didn’t. Her mental process of solving this used the Pattern
Seeking, Matching, and Rotating visual thinking operations described by McKim.
Her puzzle solving strategy was more subconscious for this puzzle. She said that it was difficult for her to figure out which was the ring of cubes that was different. She began by counting the number of cubes in each ring and when she saw there were 10 in each she said that ring C seemed odd to her, but she couldn’t figure out why, and she decided to choose it as her answer. I believe subconsciously her mind used visual memory to see that ring C’s shape did not match the other options.
I began by looking at the center of each square to see if there were any differences, and then I scanned outer edges of each square. This was when I also saw the same bar in 3 of the 4 images. My process also followed the visual thinking operations of Pattern Seeking, Rotating, and Matching.
With this puzzle, I chose to focus on ring B and compare it to the other three options. I focused on the left side wall of ring B and by mentally rotating it was able to match it to A and D, but not C. According to McKim, I used the visual operations of Finding, Rotating, From Another Viewpoint, and Matching, during this puzzle.
Thursday, October 18, 2012
DAI 323 Week 7 Visual Hierarchies
http://www.digitaltrends.com/gaming/dishonored-your-guide-to-navigating-the-mean-streets-of-dunwall/
In this image, from the video game Dishonored, we see the visual hierarchies of color, spatial layout,
and shape. As shown in this image color is the primary visual hierarchy
designed to set it apart and make it obvious. There are three colors, each used
to designate a different type of object. Yellow, the most obvious and
eye-catching color attracts the player’s eyes to enemy locations. Blue is used
to identify environmental objects such as security systems and watch towers.
Green is used to show the location of items such as weapons and food. Shape is
also an important factor in this image. Without being told what the colors
represent the player can immediately tell by the shape of the objects what is a
person, what is an item, and what is an alarm. The items are very small in
comparison to everything else, the enemies can be identified by their shape
because it is obvious that they have legs, arms, and a head. Finally, spatial
layout is important to this image. The use of color to highlight objects and
enemies allows the player to judge their location based on spatial depth, in
other words the player can tell what is closer to him than other things.
http://spong.com/article/22642/Batman-Arkham-City-Enhanced-Detective-Mode-Detailed
In the video game Batman: Arkham City two of the four primary
visual hierachies – color and motion – are used to attract the player’s
attention. In the game when the player activates “Detective Vision”, as seen in
the above image, the color hierarchy becomes the focus as different things are
categorized by different color. Enemies with ballistic weapons are orange while
other enemies are blue, and melee weapons are yellow. While the color hierarchy
does become the focus when in this mode, it still supplements the visual
attraction of movement. The color makes the movement of enemies more obvious
and eye catching, enabling the player to easily track the movement of their opponents
in the middle of a large fight as well as diverting focus to the nearest
enemies that move towards them to attack. Even when a player’s attention is
driven to the orange enemies by color, immediately when another enemy
approaches the movement draws the players’ attention.
Thursday, October 11, 2012
DAI 323 Week 6 Top-Down Visual Processing
This image, a screen shot of gameplay from the new video
game Dishonored by Bethesda and
Arkane Studios, is an example of Top-Down visual processing in my intended area
of study: 3D animation and design. In this image the player is using an ability
that allows them to not only view enemies through the walls, in order to give
them their positions, but also allows the player to see where the enemies are
looking. By both using this ability and learning how the enemies react to
sounds, the player gains enough information to plan how they will either move
without being seen, or take down their opponents. This image depicts Top-Down
processing because being able to visually see all this information causes the
player’s eye movement to become goal directed, “Where do the enemies walk,
where do they stop, what environmental objects can I use to hide or distract?”,
these thoughts constantly go through the player’s mind as they move through the
game, and this results in the eyes focusing on their goal and key locations, where they can go and where they shouldn't,
creating a mental path in the player’s mind as well as a visual path that they
follow that is constantly changing based on the behavior of the enemy, which supports the new model of visual processing: Active Vision.
Thursday, October 4, 2012
DAI 323 Week 5
This poster for the movie Edward Scissorhands succeeds in leveling and sharpening.
Immediately upon looking at the poster the viewer’s eyes are drawn to the face
on the far right side, showing a large degree of sharpening. This clearly shows
that the focus of the poster is the face and creates a sense of imbalance and
stress in the image, drawing the viewer's attention, which is the goal of any movie poster: To capture the attention of people.
For me this movie poster, for the film I Am Number Four, is a clear example of an image that fails in
leveling and sharpening. While the text and the face behind it are both
attention grabbing and leveled, that is also what causes it to fail. The viewer
is subconsciously unsure of where to look, either the words or the face, there
is no clear focus in the poster and that makes it difficult to give it attention and makes it more likely to be glanced at and forgotten. The only attention grabbing part of the image is the orange color, but that does not hold the viewer's attention.
Wednesday, September 26, 2012
DAI 323 Blog, Visual Language Syntax
2)
This black and white image shows a man in a camouflage shirt resting with his arms and head against the Vietnam Veterans wall with the American flag blowing in the wind and a crowd of people reflected in the wall.
This black and white image shows a man in a camouflage shirt resting with his arms and head against the Vietnam Veterans wall with the American flag blowing in the wind and a crowd of people reflected in the wall.
3)
Dramatic
Sadness
Respect
Regret
4)
American Flag = Nation, what the soldiers represented and
died for
Camouflage shirt = Uniform of the military
Wall of names = The soldiers that gave their lives and
futures for their country.
5)
Thursday, September 20, 2012
Blog Exercise - Meaning 2
DAI 323 Visual Design Literacy
Blog Exercise - Meaning 2: Interactions Between the 3 Levels of Meaning
Blog Exercise - Meaning 2: Interactions Between the 3 Levels of Meaning
Representational:
-It’s the physical representation of a light bulb.
-It illuminates the area around it for the user
-This is the representational level where the abstract and
symbol typically derive from.
Abstract:
-It’s the form and shape of the object.
-A light bulb can come in various shapes and sizes and
colors, allowing it to be pleasing to look at or create an emotional feel for
the area.
-This is the abstract level, typically made by distilling
the representational level and leads to the symbolic level.
Symbolic:
-It’s a man made symbol that has been given meaning other
than its actual function.
-It conveys the message of an idea to the viewer.
-This symbol is the result of a representational image
distilled to the abstraction which led to this.
Thursday, September 13, 2012
DAI 323 Meaning 1 - Blog Exercise
DAI 323 Visual Design Literacy
Blog Exercise
MEANING 1 - Blog Exercise
Blog Exercise
MEANING 1 - Blog Exercise
This image is representational because of its amount of
detail, and it’s that level of detail that allows viewers to know what it is
without question. Even if you have never seen this particular type before you
know what it is immediately, it could be blue or purple or polka dotted but the
viewer still knows what it is. You know that this is an image of a pine tree
for any number of reasons: you live in an area with pine trees, you use them at
Christmas time, you’ve seen them in movies, you learnt about it in school, etc.
And even if you don’t know that it’s specifically a pine tree, you still know
that it’s a tree, and you most likely relate it to a Christmas tree. The viewer
is able to do all this from the shape of the tree, the detail of the branches
and needles, and the height of it. All those details come together in our brain
and cause it to tell us “this is a Pine tree”.
This is an example of abstraction because it takes the
original objects of the image, 4 different smart phones, and distills them into
their most basic shape and color. This communicates to the viewer the basic
shape and form of smart phones now. If this was done five years ago the phones
would vary more than now, with flip phones and slide phones and blackberries
instead of the modern sleek rectangle shapes most phones have adopted. However,
because they are abstracted they may not even be phones, they can be anything
with a similar basic shape. Because of the lack of detail and representation,
this image has become more general and encompassing. Between the two branches
abstraction can take this can go towards abstraction towards symbolism with one
or two simple detail additions, to give a message of the lack of differences between
different phones.
This image is symbolic because it is something man has
created and fixed a meaning to. Nearly anyone recognizes it immediately and
knows what it means and what it does, as it appears on many electronic devices
that we use in our every day life as a symbol to turn the device on. As Dondis
4 mentions, this image can be easily recognized and reproduced because of it’s
simple and lacks any sort of detail which gives credence to it being a symbol
because, as Dondis says, a symbol cannot have a lot of detail. Dondis goes on
to mention that the more abstract a symbol the more education is required to
understand its meaning, but this is a symbol that requires very little to no
education. We push it and the device turns on, we push it again and it turns
off, we learn that this icon designates the power button. This meaning is
universal, always meaning the same thing no matter where it is.
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