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Theory of Graphics for Games Design

Artistic Style used in Computer Games


Photorealism is a genre of art that encompasses painting, drawing and other

graphic media, in which an artist studies a photograph and then attempts to
reproduce the image as realistically as possible in another medium. Although the
term can be used broadly to describe artworks in many different media, it is also
used to refer specifically to a group of paintings and painters of the American art
movement that began in the late 1960s and early 1970s. Photorealism is the art
style of trying to convey, objects, characters and scenes, to look as real as possible.
By taking pictures of real object and texturing them how the real object looks. There
is an argument going on between developers on, whether photorealism is needed to
advance the video game industry or isnt. It is mainly used in first person shooters
to show detail. Photorealism games usually take more time to create as every object
is made up with polys and pixels, yet photorealism takes up more disk space, thats
why some games come as two or even three disks.
Photorealism is constantly being improved within video games and is one of the
most popular styles of video game graphics. Photorealistic graphics are graphics
that are design to look exactly like things in the real world. This type of graphics has
only become popular in the past few years as the technology for videogames has
advanced and allowed the graphics to become more detailed and clear. Some
games that use photorealistic graphics
are games like Final Fantasy XV, Watch
Dogs 2, and The Division. Even though
each three of these games has a
different genre and style they each
use photorealistic graphics to create
an immersive feel to the game. One of
the main focuses I can see within
photorealistic graphics is the character
design and how real the actual character can look compared to a human
here is an example of characters from Watch Dogs 2 and Final Fantasy XV.

Cell-shading (often misspelled as "cell shading") or toon shading is a type of non-
photorealistic rendering designed to make 3-D computer graphics appear to be flat
by using less shading colour instead of a shade gradient or tints and shades. Cell-
shading is often used to mimic the style of a
comic book or cartoon and/or give it a
characteristic paper-like texture. There are
similar techniques that can make an image look
like a sketch, an oil painting or an ink painting.
It is somewhat recent, appearing from around
the beginning of the twenty-first century. The
name comes from cells (short for celluloid), the
clear sheets of acetate, which are painted on for use in traditional 2D animation.
Cell shading is a type of rendering which makes 3d models look hand drawn. It is
mainly used to mimic comics or cartoons. Some games that use cell shading
include; Borderlands, Catherine, and many
Dragon ball games. It is somewhat recent,
appearing from around the beginning of
the twenty-first century. In addition to
computer graphics, it most commonly
turns up in video games. However, the
result of cells-shading has a very
simplistic feel like that of hand-drawn
animation. The name comes from cells
(short for celluloid), the clear sheets of
acetate which are painted on for use in traditional 2D animation, such as Disney
classics.Cel-shading starts off with a simple 3D. Shading is then applied to that
specific graphic to give it a sort of flat shaded look. Using cel-shading (often referred
to as toon shading) gives graphics a sort of cartoon looks, like The Simpsons. The
colours used within cel-shading are usually bright and contrast with the other
colours around them as the colours need to pop to attract attention. Cel-shading
in video games is usually used in games that are aimed at a younger audience as
most children like cartoons and fun things to look at. It is somewhat recent,
appearing from around the beginning of the twenty-first century. In addition to
computer graphics, it most commonly turns up in video games. However, the result
of cells-shading has a very simplistic feel like that of hand-drawn animation. The
name comes from cells (short for celluloid), the clear sheets of acetate which are
painted on for use in traditional 2D animation, such as Disney classics. Some very
popular video games that use cel-shading in their graphics are games like, Gravity
Rush, Dragon Ball, and The Simpsons Game.

Abstraction in its main sense is a conceptual process by which general rules and
concepts are derived from the usage and classification of specific examples, literal
("real" or "concrete") signifiers, first principles, or other methods. "An abstraction" is
the product of this process a concept that acts as a super-categorical noun for all
subordinate concepts, and connects any related concepts as a group, field, or
category. Conceptual abstractions may be formed by filtering the information
content of a concept or an observable phenomenon, selecting only the aspects
which are relevant for a particular purpose. For example, abstracting a leather
soccer ball to the more general idea of a ball selects only the information on general
ball attributes and behaviourbehavior, eliminating the other characteristics of that
particular ball. In a typetoken distinction, a type (e.g., a 'ball') is more abstract
than its tokens (e.g., 'that leather soccer ball'). Abstraction is the art style of, less is
more, this is where the art style of the game really doesnt mean or consent to
anything is just there. An example of this is Tetris and arguably pacman. Artwork
that reshapes the natural world for expressive purposes is called abstract; that
which derives from, but does not imitate a recognizable subject is called non-
objective abstraction

Abstraction within video game graphics could be

described as the opposite to Photorealistic
graphics as abstract graphics try to give a
different style or view of what the graphic should
look like. Abstract art style employs lines and
geometric shapes that are not meant to resemble
anything in particular. Geometry Wars and
Breakout are two well-known examples. Early
game developers often chose abstract visuals,
because real objects could only be crudely
translated into game graphics at the time; this
was especially true prior to the release of the NES, on consoles such as the Atari
2600. Some games were given context
in the manual or marketing that the
game alone could not convey, such as
Yars' Revenge or Raiders of the Lost Ark.
Without this external context, both
games would be considered graphically
abstract. With it, however, they must be
seen as heavily stylized or primitive. For
a work to be considered abstract, it
should not represent anything real or
derived from real life, even in a heavily
stylized way. Thus the concept does not necessarily include games with
exaggerated visuals like Guacamelee, visually minimal games like VVVVVV, and
games that depict unreal creatures or worlds like The Neverhood.

Exaggeration (Anime and Manga)

Exaggeration is a very sought of playful art style that is used in various games. The
art style concentrates on using very over the top graphics that can really make the
game seem like it its not meant to be taken very serious. There you are most likely
to see the use of exaggerated graphics is on the Nintendo Wii, which contains a
huge library of games that contains a lot of party based games that are really
exaggerated in terms of graphics and gameplay just seeming obscure and meant to
be not taken very seriously at all. Wario Ware is probably the best example of this
using an exaggerated art style that really compliments its exaggerated gameplay.
Anime is also a widely used art style that is considered exaggerated because of the
proportions of things can be much exaggerated. The exaggeration art style might
have started at attempting to look photo realistic, but as the art style has
developed, characters features have become more over dramatic or exaggerated
when some audiences favoured the style. The exaggeration art style to an extent
looks almost cartoon, the colours and edges are very defined and look very similar
to the art in animes. Some famous games in the art style are Final Fantasy,
Pokemon, Devil May Cry, Xenoblade. This is the game Catherine which is focused
around using an animestyle, as you can see the proportions are somewhat
exaggerated. Exaggeration art style is used in many anime or manga games. Its
designed to be over the top. Its done to give the game a more farfetched fun factor.
The images are expressed more highly than normal games. Examples games of this
are, The Naruto Game series and The Dragon Ball Game series.
Both Anime and Manga art styles are design too look like normal graphics but they
will have elements of exaggeration to them like many anime styled characters have
eyes that have been enlarged like the game Catherine. Manga is another
exaggerated art style used in some video games like Dragon Ball Z and Naruto. The
Manga art style also has exaggerated graphics like the characters may have things
out of real life proportion but also has very bright colours that are used to cel shade
the avatars and environment. The exaggeration art style might have started at
attempting to look photo realistic, but as the art style has developed, characters
features have become more over dramatic or exaggerated when some audiences
favoured the style. The exaggeration art style to an extent looks almost cartoon, the
colours and edges are very defined and look very similar to the art in animes. Some
famous games in the art style are Final Fantasy, Pokemon, Devil May Cry,
Xenoblade. This is the game Catherine which is focused around using an
animestyle, as you can see the proportions are somewhat exaggerated.
Exaggeration art style is used in many anime or manga games. Its designed to be
over the top. Its done to give the game a more farfetched fun factor. The images
are expressed more highly than normal games. Examples games of this are, The
Naruto Game series and The Dragon Ball Game series.

Computer Game Graphics

Pixel Art
2D Sprites
In computer graphics, a sprite is a two-dimensional bitmap that is
integrated into a larger scene. Originally sprites referred to independent objects
that are composited together, by hardware, with other elements such as a
background.[1] This occurs as each scan line is prepared for the video output
device, such as a CRT, without involvement of the main CPU and without
the need for a full-screen frame buffer. Sprites can be positioned or
altered by setting attributes used during the hardware composition
process. Examples of systems with hardware sprites include the Atari 8-bit
family, Commodore 64, Nintendo Entertainment System, Sega Genesis,
and many coin-operated arcade machines of the 1980s. Use of the term
sprite has expanded to refer to any two-dimensional bitmap used as part
of a graphics display, even if drawn into a frame buffer (by either software
or a GPU) instead of being composited on-the-fly at display time. The act
of creating sprites is a form of pixel art. It is sometimes referred to as
spriting, especially in the hobbyist community.

3D Isometric Sprites

2D images with alpha channels

constrained to face the camera
may be used in 3D graphics. They
are common for rendering
vegetation, to approximate distant objects, or for particle effects. These are
sometimes called "billboards" or "Z-sprites." The technique was most heavily used
in Sega game machines in the late 1990s, prior to the era of polygon rendering. If
rendered on the fly to cache an approximate view of an underlying 3D model, such
sprites are called impostors. Modern hardware may have a specific mode for
rendering such point sprites without needing each corner to be defined, or these
may be generated by vertex shaders.

Concept Art
Concept art is a form of illustration used to convey an idea to use in a video game
before it is put in the final product. Concept art is developed in several stages.
Artists will try several designs to achieve the desired result for the work. Designs
are filtered and refined in stages to narrow down the options. Concept art is not only
used to develop the work, but also to show the projects progress to directors,
clients and investors. Once the development of the work is complete, 3D graphic
models will be created using computer software so that the basic design of the


visible. Finally, the refining of the 3D model will allow you

to see the model completely finished with all of its details.
Characters and avatars are one of the main focus points in games design. As
characters are very important to
games design, there is a lot of
time put into the design stages

and concept art of these characters.

Every single video game that incorporates a character or avatar will link the design
of the character or avatar to the design of the rest of the game whether that be
linking the character to the genre, the art style, or the story it will be linked
otherwise the game will not fit well together. For example, in a game like Tearaway
Unfolded The characters throughout this game are linked to the art style and the
environment of the game as the game world is designed like origami and is made
out of paper just like the character is designed out of origami. Looking at a game
like The Last of Us I can see that the characters within this game are linked to most
aspects of the game but mostly linked to the background and setting of the game
story itself. The Last of Us is a survival-horror game where the player navigates a
character through a post-apocalyptic America. Being post-apocalyptic the design
of the characters link as they look like they have initially been through hell trying to
survive in the world, with the dirt on their skin and the rips in their clothes the
design of these characters is so detailed and fits in with the game very well.

Depending on the genre and gameplay of the game there may be weapons that are
useable. These weapons are designed to fit the art style and gameplay of the game.
Games like the Call of Duty series are shooters
based around a war setting so the weapons
used in the games are primarily guns and other
weapons like launchers and combat equipment.
The guns within Call of Duty are based and
designed from real life weapons like the AK-47,
each Call of Duty game has a different theme
and for each game they design the
weapons to be linked to that specific games theme. Looking at a
game like Ratchet and Clank, its weapons even though
destructive have a very different and fun design to
appeal to a younger audience as Ratchet and
Clanks age rating is a PEGI 7. The weapons within
this game have a fun and exaggerated design to
fit with the specific ability of that weapon, for
example the RYNO is the most destructive
weapon in the game as it fires hundreds of
rocket at Ratchets enemies. The design of this
weapon has many barrels to fit all of the rockets in and it is
a huge weapon compared to the size of Ratchet himself.

Vehicles within video games are also designed off of the theme of the
game itself like how in Need for Speed the car are all design off of
sports cars that you can drive around the city in. The Crew is one of
the biggest racing games on PS4, the updates for that game
introduced monster trucks
and dirt bikes. All of the
vehicles within The Crew
are designed to fit in with
the present time and what
vehicles people can actually use in real
life. Looking at Mario Kart Wii the vehicles
in this game are designed to fit the genre
and theme of the game. The vehicles in
this game are designed to look similar to
the characters they represent like Luigis standard kart is green with an L on the
The environment is probably the most important
aspect of designing the look of the game as every
game has a background, and the background can
set the scene and story of the game like how in the
Assassins Creed series each game has a different
setting and the
environment is
what helps to
set that scene like how in Assassins Creed:
Brotherhood the game is set in Rome, Italy. The
environment had to be designed to portray the
city of Rome to the best it can. In a game like
The Division the environment is set in a
deserted New York city in winter, Ubisoft had to
recreate New York city as if it had been quarantined by a dreadful diseased city with
empty streets.

Texture Art
Texture isnt so much a style of game art but more of a part of it and how it can
change the look of a certain graphics completely. Minecraft id the best example of
texture art as in Minecraft the player can place down different pixelated blocks like
Stone, Grass and Wooden Plank. Each of these blocks have their own textures
to make them look like stone, grass and wooden planks. If you choose to download
a texture pack to add on to the game itself, the texture pack may completely
change the look of each of the different blocks but will still look like what they are
supposed to look like. Here are two different texture packs that will change the
texture of the graphics within Minecraft.

Background Graphics
Walls, Forests and Clouds
Walls within video games can have many
different designs to help set the scene of
whatever game they are in. For instance, in
Battlefield 4 the walls and environment of
the game maps are destructible with the
player weapon so if the player throws a
grenade or shoots at something, depending
on what it is it will be destroyed. To have a
forest within a videogame will depend on
what the game is and if a forest is involved
within the gameplay, like how Dead Space doesnt have any forests in it at all as it
is set in space, but Skyrim has many different forests within it as it is set in a world
with many different environments. Another game that includes forests is Star Wars
Batllefront, this game is a shooter so if you shoot the trees in the forest it triggers
an animation of part of the tree chipping off and if you fly into one of those trees on
a high-speed vehicle then it will blow up and you will die. Clouds arent in many
video games except for games that include flying in things like planes where
you will be able to fly through the
clouds, going through the clouds will
possible distort the players vision as it would do if
you fly through a cloud in real life.

In-game Interface and HUD (Heads Up Display)
The in-game interface and the HUD are both things that help the player play the
game. The Heads Up Display
includes things like the players
health bar, game map, and
possibly something like a mini inventory like
how much ammo is left in the equipped
weapon. Almost every game has a health bar or
some signification to how much health the
player has. Like how in Super Mario there is no
health bar on the interface but it does show
how many lives the player has left by a little
head of Mario and a number next to it. In
Battlefield losing health is signified by how
much blood covers your screen, the players
health will regenerate when not in combat.
Skyrims health bar is invisible until the
player takes damage then it will appear near
the bottom of the screen. The map the
player will use can come in two different
forms, it can either be a mini map in the
corner of the screen or it could be a full sized
map that is accessed through the pause
screen or by pressing a certain button. Mario Karts mini map is different for each
race as it shows you a birds eye view of the track you are racing on. The map in
Black Ops 3 shows you the walls of the actual gameplay map itself so that you can
run through the map fast and not get lost. Not many games have an ammo count
but games that do are games like Call of Duty and Battlefield. Ammo count will
show the player how much ammo they have left in their gun that is equipped.

HUD (Heads Up Display)

Print Media Art

Game Packaging
Game packaging is what is made to protect and advertise game consoles. Game
consoles always come in a box as it needs something to be held in. Each different
games console company has a different theme and style like how XBOXs colour
scheme is green and white, therefore when advertising and creating the box,
making the colour scheme of the box green will fit in with the colour scheme and
advertise the console better. PS4s colour scheme is blue and therefore the box it
comes in is blue. Sometimes a console may be sold with a video game in the bow,
then they will print a picture of the video game onto the front of the box.
Box Cover
Every physical copy of a video
game comes in its own box with its
own design on the cover. Game
boxes will always have the title of
whatever game is on the front of
the box so that the buyer knows
what game it is; it will also have the name of them game printed
on the side of the box. On the front of the box cover there may
be a graphic that is created using different graphics from the
actual game so that it gives the cover an appealing look to
whoever is buying it. On the back of the game cover there may be graphics from
the game explaining different aspects of gameplay, it may also have text printed on
the back explaining the story of the game.

A3 Poster
A3 posters are another way of advertising video games.
These posters can be printed and stuck up anywhere like
inside game retailers. For example, the Skyrim poster
includes a graphic taken from the game itself, it has the
title of the game and the date of release. Also included on
the poster is what consoles the game is available on, which
developer it was created by and the PEGI age rating. This
specific poster also has a QR scan code which you can scan
and it will take you straight to the Skyrim website where
you can purchase the game.

Graphics Research
Picture Element
Picture elements are used to build up a digital image. A
picture element (usually a coloured dot) is the smallest
component of an image or picture on a displayable
device such as a monitor which is
completely made up of pixels. The
closest description to a pixel is basically a tiny dot or square.
Once aligned pixels can create a viewable image for the user to
look at, so this means that a digital image is not in fact just one
whole pixel, but up to thousands of pixels depending on the
resolution of the image and the monitor you are viewing it

Image Resolution
Image resolution applies to how detailed an image will be.
For example, this image on the left of a man. The
GOOD image shows a high resolution picture whereas the
NOT GOOD image shows a low resolution picture. The
resolution of a picture refers to how many pixels the
image is actually made up of. For instance, a high
resolution image would be made up of a lot more pixels than
a low resolution image therefore making it easier to view details within the picture.
The pros of having a low resolution image would be that the file itself is a lot smaller
than a high resolution image therefore you would be able to fit it easily onto a small
pen drive without it taking up too much space so you couldnt fit anything else on
there. Also having a low resolution image means it would be
easier to upload it to a website because of the fact it doesnt
take up too much space. The use of low resolution picture
would be good for a website as the file size would small so
they would be easier to load up. The cons of having a low
resolution image is that there wouldnt be as many pixels in
the image as a high resolution image therefore it would be
harder to see smaller details such the pattern or colour of a butterfly wing
depending on the resolution itself.
The pros of having a high resolution image are that the details of the image would
be much clearer and give off a nicer effect on the image for instance the picture of
the butterfly wing. The cons of a high resolution image are the fact that the because
of the amount of pixels in the image it has made the size of the image a lot larger
therefore taking up more space on a storage device and taking longer to load up on
the internet depending on connection speed. The use of high resolution pictures on
a website would not be as much of a good idea as they have a large file size and
would be better suited for printed images and magazines.
Any image taken with a camera will have its own intensity. Intensity
is how bright the actual image turns out once taken. Images with a
high intensity will be very bright, whilst
images with a low intensity will be a lot
darker depending on the cameras
exposure settings. The more exposure it
gets the higher the intensity of the
image will be. The two examples each
have a different intensity showing how
the image looks with each setting.

Types of Digital Graphics

Raster Image
A Raster image is a dot matrix data structure representing a generally rectangular
grid of pixels, or points of colour, viewable via a monitor etc. Raster images are
stored in image files with varying formats.

Data compression is when techniques are used to reduce the file size of an image so
it allows it to be stored on to a smaller memory device.

Lossy file compression is a process of storing a
digital file such as a digital picture under the file
format JPEG, some of the data is discarded, giving
the image a lower resolution therefore making the
file size smaller. Each time you open and resave a
Raster image with the lossy compression process it
will break down the image. The amount of data reduction
possible using lossy compression is often much higher than through lossless
Lossless file compression is a process where an image
is saved under the file format of ZIP, the image is
broken down into individual parts to allow easier
storage of the file. When the file is reopened due to
the fact that the lossless technique has been used, it
allows the user to recreate the original file exactly
with no data loss from the image.

Lossy and Lossless comparison

The difference between lossy and Lossless compression is that lossy decays the
quality of the digital file, whereas Lossless compression deconstructs the image into
smaller parts and once reopened restores the image to the
exact original image.
The pros of lossy compression is the fact that the overall
file size after compression will be a lot smaller than the
original size as there is data from the file being discarded.
This makes a lossy compression a good method to use for
images on a website as the file size will be smaller. The cons of lossy compression is
that the more times you open the image in say an editorial program and resave the
image with lossy compression it will decay the image therefore breaking down the
quality of the image each time.
The pros of lossless compression is that no matter
how many times you reopen the image the quality will
not decay and will stay exactly the same as there is
no data from the image being discarded, so you then
get a better outcome from the compression. Cons of
lossless compression would be because of the fact
there is no data lost from the original image the file
size will actually stay the same in the end. From this you can see that the use of
lossless compression would be good for print image e.g. Magazine or book. But not
so good for use on website images.

File Extensions
The BMP file format stands for bitmap image file or simply a bitmap. This is a Raster
graphics image format used to store bitmap digital images. The BMP file format is
capable of storing 2D digital images of arbitrary width, height, and resolution, both
monochrome and colour, in various colour depths and optionally with data
compression of lossy and lossless.

PNG, also known as Portable Network Graphics is a Raster
graphics file format that supports lossless data
compression. PNG was created to improve upon and
replace GIF (Graphics Interchange Format) as an image-file
format not requiring a patent license, and is the most used
Lossless image compression format on the internet. Even though it is a
replacement for GIF, to this day people still use GIF as a file format.
PNG supports palette-based images (with palettes of 24-bit RGB or 32-bit RGBA
colours), grayscale images (with or without alpha channel), and RGB images (with
or without alpha channel). PNG was designed for transferring images on the
Internet, not for professional-quality print graphics, and therefore does not support
non-RGB colour spaces such as CMYK.

The Graphics Interchange Format, better known as GIF is a
bitmap image format. The format supports up to 8 bits per pixel
for each image, allowing a single image to reference its own
palette of up to 256 different colours chosen from the 24-bit RGB
colour space. It also supports animations and allows a separate
palette of up to 256 colours for each frame. These palette
limitations make the GIF format less suitable for reproducing
colour photographs and other images with continuous colour, but it is
well-suited for simpler images such as graphics or logos with solid areas of colour.
GIF images are compressed using a lossless compression technique to reduce the
file size without degrading the visual quality of the image.

TIFF (Tagged image file format) is a file format in which
Graphics artists, the publishing industry, amateur and
professional Photographers are popular with as is it a direct
file format that is only used to save images. This file format
is also popular with these their professions as each
profession may be editing the image, therefore making it a
suitable file format to save images as most picture editing
programs use this format e.g. Adobe Photoshop.

JPEG also known as Joint Photographic Experts Group has become
a commonly used file format among photographers because it
uses the lossy file compression which means it can compress the
file to a much smaller size than the original image. Seen as though
the file size of each image would be smaller it means that the
photographers would be able to store a lot more photographs than
if they used a lossless compression technique because the lossless
technique wouldnt compress the files as much as a lossy
technique would.

PSD (Photoshop Design) is a file format that is only accessible via the
use of Adobe Photoshop. There are two main uses for this file format,
they are, editing images or creating graphics from scratch. Adobe had
this file format made because its use of the
lossless compression means that the image that
is saved will not lose any of its layers and quality within the
actual image itself. A file that is saved using the PSD format
is only viewable within the Photoshop programme itself as it
saves each image the exact same way it was created or
edited within the programme.

Encapsulated PostScript or EPS files are formats that are used in
the production of vector graphics, graphic file formats such as
the JPEG usually store their data with a bitmap format but with
the EPS file format the data of the image is saved in a script form
(text) but is viewable as both image and text, EPS files can only
be read through specific editorial programs like Adobe Photoshop and
Illustrator because the file format is quite complex to the untrained eye,
this file format would be common amongst vector artists because it is one
of the main file formats in which vector graphics can be saved without the
quality of the image being reduced as it is saved in a script form not a
Lossy form, for this reason it is a good choice for a vector artist to use.

The Adobe Illustrator (AI) is a file format which is used in Adobe
Illustrator. It is used for the production of vector graphics the
AI file format is viewable in many other vector based editing
programs such as CorelDraw and Cinima4D as well as Illustrator
itself. The AI file format only supports vector graphics

The FLA file format is a file format for Adobe Flash animations,
all the data within the FLA file is fully editable using Flash, FLA
can contain Vector Graphics, drawings or images.

Image Capture
A scanner is a piece of equipment that can scan in things like; text, image
and handwriting. It scans in what is visible on
the page so that it can be accessed on a
computer. I probably wouldnt use a scanner for
my website because I wouldnt have enough
control over what images I would have to use
because of what angle it is scanned in at.

Digital Camera
A digital camera is the most used way to capture images to
this date. The first digital camera was invented in 1972.
Camera picture quality is measured in megapixels. The
higher the megapixels, the better quality picture. The
highest known megapixel camera is 160 MP, but the
main megapixels seen are usually between 10-14.1
megapixels. I will probably use a digital camera for my
website graphics as I can capture many types of pictures and
they will be in good quality.

Images are also capturable via a tablet like an
iPad even though the camera quality may not be
quite as good as a digital camera most tablets
are able to take picture of thing through a built
in camera. The iPad has the best known camera
on a tablet for taking pictures as Apple is a huge
company that produce very high quality
products. The images captured on a tablet will
be transferable to a computer either via a cable, Bluetooth or the cloud.


Target Destination
The target destination is where my graphics will be used. My
graphics will eventually be used on a website that will be viewed
on a computer screen. Therefore, I will optimise my graphics to fit
the screen properly and make sure that the file size is small so it
will load up faster, so that the users of the website wont leave it
when it takes too long.
Bit Depth
To optimise my graphics I will make sure that I use the right colour range so that it
doesnt take up too much space. To be able to do this I will use an 8-bit colour range
as it has 256 different colours that can be mixed together.
I will use this so that it doesnt take up too much memory
but can still use lots of colours.

To optimise the resolution I will make sure that there is a balance between file size
and quality of the images. The file size will be as small as possible whilst trying to

the quality of the image high.

Within my designs I will be using the pixel
measurement to measure my designs as they
are going on to a website, as the average size
of a computer screen is 1024 pixels I will
make my nav bar to be 1024 pixels so I know
that it would fit.

Storage of Image Assets

Storage memory is where digital files are kept in a computer or memory source,
storage memory can come in different sizes. Asset management, in this case file
management, is the way in which a computer operator manages and stores their
files. For my designs, I will use internal storage on the computer to save my
graphics. I need to take the file sizes into consideration as if they are too big the
website will take longer to load up. Naming files within a computer helps to contain
them neatly as then you can search for a specific document on your computer and
it will find it. Asset management can be done by making
multiple files with different names and place the relevant
document in the relevant file, this will make it easier to locate
the document without searching.