Archive for the ‘Project B’ Category

Unit 9: Project B, Part 8:New Updates

Posted: September 1, 2011 in Project B

Hi everyone,

Thank you for your waiting.

Here is my new updated of MFA Theasis Web site.

http://mfathesis.migowu.com/

Please take a look.

Comments and suggestions are more than welcome.

Thank you.

Migo

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ITGM755 ProjectB,Part7: Review Blog

Posted: August 11, 2011 in Project B

 

Hi all,

My thesis presentation wireframe is now ready to view.

It’s not perfect, I still need to figure out how to make my spry menu bar roll over above my main content page not below. There is no z-index I can change the layer of order fashion. I can use some help from any web experts in the class if you know how to fix this issue.

Other than that, I have pretty solid structures for what I like to show in my thesis presentation. It’s not content ready, I will be updating the additional content info later on. Hopefully, this site is clear and easy to navigate. Any feedback and comments are welcome.

Migo


I’ve refined my Thesis Statement and Abstract and added up a completed collection of thesis reference including books and links. The range is covered from  Arts history, architectures and game arts. I also attached some of my initial concept sketches as part of Thesis Visual Component.  I will continue working on more sketches. Eventually they will be collected and organized in my process book. Please take a look!


Thesis Statement (Revised)

A successful story can be told by peeling away the level of details through aesthetic architectural styles in the game environment. The onion-skin approach is a natural way to create visually compelling, recognizable level design.

Abstract  (Revised)
Most video games share some core components  including styles, surface treatments, colors, and lighting. All these elements contribute to in-game environments, giving them recognizable and believable visual appearances. In this thesis study, building styles and surface treatments will be approached as longitudes, colors and lighting will be established as latitudes, weaving together to create aesthetic architectures that come with atmosphere ambient in game environments. Each layer in game is not revealed all at once but layer by layer, very much like peeling off onion skins.

From first person perspective, several of architectural styles will be populated in a distinguished environment and terrains. Beginning from a lower elevation, players will explore and discover many aesthetic levels of details throughout paths all the way to the top of the hill. In each turn of the corner, various visual experiences in terms of forms, lighting types, colors and texture materials will be engaged with viewers. Players will immerse in this articulated game environment and gain personal gameplay experience ultimately.

Research Reference:

Books:

Thoughts:

Pause & Effect: The Art of Interactive Narrative

By Mark Stephen Meadows

Digital Cinematography & Directing

By Dan Ablan

Castle in the Sky

By Hayao Miyazaki

Fine Arts& Techniques:

Color and Light: A Guide for the Realist Painter

By James Gurney

How to Draw and Paint Fantasy Architecture: From Ancient Citadels and Gothic Castles to Subterranean Palaces and Floating Fortresses

By Rob Alexander

Gothic: Architecture, Sculpture, Paiting

By Rolf Toman

Architectures:

Cathedrals of the World

By Graziella Leyla Ciaga

Links:

Fine Arts:

General fine art search :

Web Gallery of Art

Grove Art Online

Rouen Cathedral (Monet)

CLAUDE MONET – THE ROUEN CATHEDRAL SERIES- THE CLIMAX OF IMPRESSIONISM

Landscape Paintings

http://www.theartwolf.com/landscapes/50-landscape-paintings.htm

Claude Lorrain

Jacob Van Ruysdael

Meindert Hobbema

John Constable

Caspar David Friedrich

Thomas Cole

Frederick Edwin Church

Albert Bierstadt

Alexei Savrasov

Eugene von Guérard

Game Reference Links:

God of Wars series,

Fables series, PDF (Thesis Research Narrative game environments in Fable Series)

Assassin’s Creek series.

Epic Citadel

Hi everyone,

Attached is my  progress of

Unit 5: Project C, Part 2 : Concept Visualization PDF

Please take a look.

 

Thanks

 

Migo

Hi everyone, here are my THESIS STATEMENT and ABSTRACT, please take a look.

Thanks

Migo

Thesis Statement

A successful story can be told by peeling the level of details through aesthetic architectural styles in the game environment. The onion-skin approach is a natural way to create visually compelling, recognizable level design.

Abstract
In all sorts of video games, they share several same components such as styles, surface treatments, colors and lightings. All these elements contribute to game building structures, giving them recognizable and believable visual appearances. In my thesis approach, I take building styles and surface treatments as longitudes, colors and lightings as latitudes, weaving out aesthetic architectures that come with atmosphere ambient in game environments. Each layer in game is not revealed all at once but layer by layer, very much like peeling off onion skins.

From aesthetics aspect, I also compare two distinguishable game environments, analyzes the relationship between textures and user experiences, study example surface materials, the difference in forms, lighting types, texture sizing and level of details (LOD). I have high hope to bring a different visual experience for players to immerse in this game environment.

Unit 2: Project A, Part

Thesis Statement: Final Version

A successful story can be told by peeling the level of details through aesthetic architectural styles in the game environment. The onion-skin approach is a natural way to create visually compelling, recognizable level design.

Books:
The Eyes of the Skin: Architecture and the Senses
By Juhani Pallasmaa
3D game textures: create professional game art using Photoshop  /by  Luke Ahearn
The Dark Side of Game Texturing by David Franson

Web Links:
Texture Mapping1,http://en.wikipedia.org/wiki/Texture_mapping
Texture Mapping 2, http://www.nbb.cornell.edu/neurobio/land/OldStudentProjects/cs490-96to97/anson/TextureMappingApplet/
Texture artist, http://en.wikipedia.org/wiki/Texture_artist
UV mapping, http://en.wikipedia.org/wiki/Texture_artist
Normal mapping, http://en.wikipedia.org/wiki/Texture_artist

Gamasutra
Persuasive Games: Texture, http://www.gamasutra.com/view/feature/3652/persuasive_games_texture.php
by Ian Bogost

Opinion: Designers Are Descriptive, Programmers Are Procedural,

http://www.gamasutra.com/view/news/35148/Opinion_Designers_Are_Descriptive_Programmers_Are_Procedural.php
by Richard Fine