Tuesday, 15 January 2013

Gunman Clive framework evaluation




Artwork deconstruction 1 (Gunman Clive)
Media
(Practical Media)                 
Wattercolor
Type of
(Paper, Canvas, Texture)
Old paper (western)
Colour Pallet
Sepia and pastel colores for background with stronger more vibrant tones for characters.
Outlines
(Are there any, Thickness, Movement, colour, Texture, Wobbly )
Yes, varying thickness
Object fills
(Colour, Texture, Brush Strokes)
Wobly, inprocise , sometimes goes over he lines and sometimes doesn’t go right to the line inside.
Solid drawing
(Dose the 3d shape remain consistent from all angles? sillowete)
Yes could be represented in 3d
Shading and shadows
(Colour in relation to rest of scene, Shape)
Darker shade of original color for shading, crosshatched shading in parts
Animation/ Movement
(Sketchy, Precise)( Dry brushes/Blur Lines)
Yes, bullet trails?

Grading system how well something was achived : very good , ok , not at all
Reconstruction in 3d implementation (Gunman Clive)
Media
(Get a general feel of the media)
Yes
Type of
(Post Presses 2d filter or overlay containing paper texture)
Yes, has a graphics quality slider whitch basically changes the level of post prossessing. The highest level ads a vingete and a old paper texture and a sketchy lines overlay which shows up on the shaded areas. Animated sketch
Colour Palate
Yes this game sticks to the colour papet very will using sepia and pastel, the characters might be slightly more vibrant that they would have been in the origonals but it works for a game.
Outlines
(Post process outlines? Scaled mesh inverted normals, textured view or uv space, Animated, Wobbly displacement map,)
Yes darker version of the main color, static, outline on characters sillowete is always the same thickness but the texture detail inside varies.
Object fills
(Texture, uv or screen space? Bush Strokes in texture, Animated?)
Uv textures, along with a double render technique whitch renders the outline and then the object fill and destrotrs and shifts it so that it appears watercolory and obtains the inacturite look, going out the lines
Solid drawing (Constrains, blend shapes, complex rigs, maintain 3d sillowete)

Yes, no cheep tricks, the backgrounds areamazing looking 2d whever your standing still but the parallax effect is soo satisfying
Shading and Shadows
(Real time? Baked? Animated Shape? Masked shading/stencil)

2d filter on characters whitch adds a sketchy pencil texture to shaded aeas, on ground shadows it is a separate darker sketchy texture
Animation/Movement
(Sketchy, Precise, animated outlines and textures)( Dry brushes/BlurLines, bill boarded planes with blur lines)

Yes bullets have trails
Additional comments
This game took me by surprise and is well worth a play. The style was just so relevant to this project and has some nice documentation on the guys blog. The detail in the characters is simplified to a level that would probably not be in the oriogonals and the colors are also exadurated but for a game on this size of screed it works perfectly. Physical butons would have helped the controlles but its avalible on desura.

8 out of 8

No comments:

Post a Comment