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9781556227554

Designing Arcade Computer Game Graphics

by
  • ISBN13:

    9781556227554

  • ISBN10:

    1556227558

  • Format: Paperback
  • Copyright: 2000-12-01
  • Publisher: Jones & Bartlett Pub
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Summary

Graphics play a central role in the computer gaming experience, and arcade-style games are no exception. "Designing Arcade Computer Game Graphics" emphasizes the development of quality graphics for 2D arcade-style computer games, both online and offline, including such topics as game design and documentation, graphics tools, animation, proper color usage, and fonts. Graphic designer and animator Ari Feldman provides a step-by-step example of designing 2D graphics and animation for an arcade-style game.Understand the capabilities of various display modes and learn the nuances of designing for each of them.Follow the step-by-step Fish Dish example for designing 2D graphics and animation for an online game. Create detailed design plans that document every aspect of the creative-related issues associated with your games.Find out the most important features of graphics creation tools, including painting programs and screen capture utilities.Identify the essential graphic file formats used in arcade game graphics development and find out which image compression techniques are most suited to arcade game graphics.Implement file naming conventions, version control, and backup strategies to manage your graphic assets.Discover how the proper use of fonts can liven up your graphics in addition to displaying important game information.Ari Feldman is the creative lead at ZapSpot (www.zapspot.com), where he designs artwork and animations for arcade games. He has created game artwork for the Atari ST and Windows platforms, and is also the creator of SpriteLib, a collection of animated objects for arcade-style games.

Table of Contents

Foreword xvi
Acknowledgments xviii
Introduction xix
Arcade Games and Computer Arcade Game Platforms
1(16)
What's an Arcade Game?
2(7)
Arcade Game Sub-Genres
2(1)
Maze/Chase Games
2(1)
Pong Games
3(2)
Shooters
5(1)
Puzzlers
6(1)
Platformers
7(2)
This Book and Arcade Games
9(1)
Computer Arcade Game Platforms
9(8)
DOS
10(1)
Windows
10(2)
Macintosh
12(1)
Linux
12(1)
Java
12(1)
Video Game Consoles
13(4)
Designing for Different Display Modes
17(38)
A Summary of Video Hardware Standards
18(2)
Color Graphics Adapter (CGA)
18(1)
Enhanced Graphics Adapter (EGA)
18(1)
Video Graphics Adapter (VGA)
19(1)
Multicolor Graphics Array (MCGA)
19(1)
Super Video Graphics Adapter (SVGA)
20(1)
Display Modes
20(22)
Screen Resolution
20(1)
Why It's Important
21(3)
Screen Resolution Issues
24(3)
What You Can Do
27(1)
Aspect Ratio
28(1)
Why It's Important
28(2)
Aspect Ratio Issues
30(2)
What You Can Do
32(1)
Refresh Rate
32(1)
Why It's Important
32(1)
Refresh Rate Issues
32(2)
What You Can Do
34(1)
Color Capability
35(1)
Why It's Important
36(2)
Color Capability Issues
38(1)
What You Can Do
39(1)
Gamma Level
40(1)
Why It's Important
40(1)
Gamma Level Issues
40(2)
What You Can Do
42(1)
Choosing Display Modes to Design For
42(13)
Screen Performance
43(2)
Image Clarity
45(1)
Color Capability
45(1)
System Compatibility
45(1)
Audience Hardware Capabilities
45(1)
Programming Support
46(1)
Graphics Production time
47(1)
Display Mode Selection Matrix
47(1)
Comprehensive Comparison of Display Mode Attributes
48(2)
Specific Display Mode Recommendations
50(1)
Display Mode and Arcade Game Sub-Genre Recommendations
51(1)
Arcade Game Type Recommendation Explanations
51(1)
Rules for Display Mode Selection
52(3)
Image compression and Graphic File Formats
55(30)
Image Compression
56(5)
Lossless Compression
57(1)
RLE Compression
57(1)
Packbits Compression
58(1)
LZ77 Compression
58(1)
LZW Compression
58(1)
Lossy Compression
59(1)
Color Reduction
59(1)
JPEG
60(1)
Essential Graphic File Formats
61(6)
BMP (Bitmap)
61(1)
GIF (Graphics Interchange Format)
62(2)
IFF (Interchange File Format)
64(1)
PCX
65(1)
PICT (Picture)
66(1)
Important Graphic File Formats
67(7)
FLIC
67(1)
JPEG (Joint Photographic Experts Group)
68(1)
PNG
69(1)
PSD (Photoshop)
70(1)
PSP (Paint Shop Pro)
71(1)
TGA (Targa)
72(1)
TIFF (Tagged Image File Format)
72(1)
XPM (X PixMap)
73(1)
File Format Suitability for Arcade Game Graphics
74(5)
File Format Compression Savings
77(2)
Caveats for Working with Graphic File Formats
79(2)
File Corruption
79(1)
Incompatible Versions
80(1)
Graphic File Format Recommendations
81(4)
Graphics Applications
81(1)
Development Environment
81(1)
Artwork Type
82(1)
Operating System and Platform
82(3)
Files and File Management
85(28)
File Naming Conventions
86(6)
DOS and Windows 3.1 File Naming Rules
86(1)
Windows 95, 98, NT 4.0, and 2000 File Naming Rules
87(1)
Macintosh File Naming Rules
87(1)
Linux File Naming Rules
88(1)
General File Naming Guidelines
88(1)
A Sample File Naming Scheme
89(2)
Managing and Organizing Directories
91(1)
Exchanging Files Across Platforms
92(6)
Disk Compatibility
93(1)
Macintosh Disk Compatibility with Different Platforms
93(1)
Linux Disk Compatibility with Different Platforms
94(1)
DOS Disk Compatibility with Different Platforms
94(1)
Windows Disk Compatibility with Different Platforms
94(1)
File Compatibility
95(1)
File Format Conversion Issues
95(1)
File Naming Across Platforms
96(1)
Compressed Files
97(1)
File Backups
98(3)
Importance
99(1)
Change
99(1)
Device Capacity and Performance
100(1)
Cost
100(1)
Portability
100(1)
Reliability
100(1)
Security
100(1)
Backup Media
101(5)
Floppy Disk Drives
101(1)
Zip Drives
102(1)
CD-R/CD-RW Drives
103(1)
Internet-Based Backup Systems
104(2)
File Backup Strategies
106(1)
A Final Word about File Backups
107(1)
Version Control
108(2)
How Version Control Can Help
108(1)
Go Back in Time
108(1)
Compare Revisions
108(1)
Preserve Content Safely
109(1)
Lock Files
109(1)
Implementing Version Control
109(1)
A Final Word about Version Control Systems
110(1)
Basic Asset Management
110(3)
Do You Really Need an Asset Management System?
111(1)
Choosing an Asset Management System
111(1)
Database Driven
111(1)
Thumbnail Support
111(1)
Asset Keywords
112(1)
Large Catalog Capacity
112(1)
Multiple Image Catalogs
112(1)
Low Cost
112(1)
Evaluating Graphics Creation Tools
113(42)
Graphics Creation Tool Categories
114(3)
Painting Programs
114(2)
Screen Capture Utilities
116(1)
Image Viewers/Converters
116(1)
Palette Tools
116(1)
Evaluating Graphics Tools and Essential Features
117(38)
Essential Painting Program Features
117(1)
Brush Tools
118(2)
Shape Tools
120(5)
Block Tools
125(3)
Navigation Tools
128(2)
Color Tools
130(2)
Image Processing Tools
132(3)
Special Effects Tools
135(2)
Other Tools
137(5)
Miscellaneous Features
142(6)
Essential Screen Capture Utility Features
148(1)
Capture Flexibility
148(1)
Common File Format Support
149(1)
Ease of Use
149(1)
Essential Image Viewer/Converter Features
150(1)
Extensive Graphic File Format Support
151(1)
Good Interface
151(1)
Batch Conversions
151(1)
Image Catalogs
151(1)
Special Operations
152(1)
Essential Palette Tool Features
153(1)
Color Palette Editing
153(1)
Color Palette Extraction from Bitmaps
153(1)
Palette Construction from Input Files
153(1)
Common File Format Support
154(1)
Essential Graphics Tools
155(54)
Criteria for My Recommendations
156(3)
Interface and Ease of Use
156(1)
Performance and Stability
156(1)
Compatibility
157(1)
Unique or Special Features
157(1)
Availability and Support
157(1)
Cost
158(1)
Gripes
158(1)
Recommended DOS Painting Programs
159(17)
Deluxe Paint IIe
159(4)
GrafX2
163(4)
Improces
167(4)
NeoPaint
171(5)
Other Useful DOS Painting Programs
176(1)
Recommended Windows Painting Programs
176(14)
NeoPaint for Windows
176(5)
Paint Shop Pro
181(5)
Pro Motion
186(3)
Other Useful Windows Painting Programs
189(1)
Recommended DOS Screen Capture Utilities
190(2)
Screen Thief
190(2)
Recommended Windows Screen Capture Utilities
192(5)
HyperSnapDX
192(3)
SnagIt Pro
195(2)
Recommended DOS Image Viewers/Converters
197(2)
SEA
197(1)
Other Useful DOS Image Viewers/Converters
198(1)
Recommended Windows Image Viewers/Converters
199(5)
Irfan View
199(2)
XNView
201(2)
Other Useful Windows Image Viewers/Converters
203(1)
Recommended Palette Tools
204(3)
Opal
204(1)
PalMerge
205(2)
Other Useful Graphics Utilities
207(2)
MkExpl 3.0
208(1)
Universe 1.6
208(1)
Color and Arcade Game Graphics
209(34)
Basic Color Theory
210(1)
Color Mixing
211(3)
Additive Color Mixing
213(1)
Subtractive Color Mixing
213(1)
Color Temperature
213(1)
The Language and Meaning of Color
214(3)
The Cross-Cultural Meaning of Color
217
Color and Mood
216(1)
Color Perception Issues
217(3)
Age and Color Perception
218(1)
Gender and Color Perception
219(1)
Other Important Color Concepts
220(2)
Shade
220(1)
Tint
220(1)
Contrast
221(1)
Luminance
221(1)
Smoothing Objects with Color
222(1)
Volume, Light, and Shadow
223(7)
Basic Rules of Light and Shadow
224(2)
Accurately Representing Volume with Color
226(1)
Rules for Gradient Use
227(3)
Transparency, Translucency, and Opacity
230(2)
Bounding Colors
232(2)
Bounding Color Rules
233(1)
Color and Arcade Game Design Styles
234(4)
Cartoon
234(1)
Retro
235(1)
Realistic
236(2)
General Rules for Using Color in Arcade Games
238(5)
Color Visibility and Usability
238(2)
Color Context and Aesthetics
240(3)
All About Color Palettes
243(50)
Color Space
244(2)
Color Palettes
246(3)
Color Palette Organization
249(1)
Cross-Platform Color Palette Issues
250(4)
System Palettes
254(4)
DOS System Palette
254(1)
Windows System Palette
255(1)
Linux System Palette
256(1)
Macintosh System Palette
256(1)
Java System Palette
257(1)
Platform-Specific Palette Peculiarities
258(8)
DOS
258(2)
Windows
260(2)
Linux
262(2)
Macintosh
264(1)
Java
265(1)
Creating Color Palettes
266(20)
Planning a Color Palette
266(1)
Game Audience
267(1)
Game Appearance
267(1)
Game Mood
267(1)
Technical Restrictions
268(1)
Implementing Your Color Palette
268(1)
Step 1-Defining the Required Color Palette Components
269(5)
Step 2-Deciding on a Color Palette Order
274(1)
Step 3-Adding System Colors
274(1)
Step 4-Selecting Your Colors
275(4)
Step 5-Defining Your Color Ranges and Gradients
279(2)
Step 6-Reserving Palette Entries for Programmed Effects
281(1)
Step 7-Testing Your Color Palette
281(1)
Step 8-Saving Your Palette
282(1)
A Color Palette Creation Exercise
282(4)
Tips for Creating Effective Color Palettes
286(2)
Gradient Selection
286(1)
Programmed Color Effects
287(1)
Transparent Colors
287(1)
Miscellaneous Color Palette Tips
288(1)
Color Reduction
288(5)
Palette Optimization
289(1)
Dithering
289(1)
Straight Color Remapping
290(3)
Arcade Game Animation
293(64)
What is Animation?
294(1)
Animation Properties and Fundamentals
294(10)
Motion Lines
294(2)
Motion Angles
296(1)
Key-frames
296(3)
Weight and Gravity
299(1)
Flexibility
300(1)
Secondary Actions
301(1)
Cycles and Loops
301(1)
Tempo
302(2)
Sprites
304(6)
Sprite Properties
305(1)
Variable Sizes and Shapes
305(1)
Free Range of Movement
305(1)
Seprate from Background
305(1)
Grid Squares
306(1)
Maintaining Size Consistency
307(1)
Assisting the Animation Process
307(1)
Optimizing Sprites for Implementation in Games
307(1)
Optimizing Sprites for Screen Performance
307(3)
General Rules for Creating Grid Squares
310(1)
Core Arcade Game Animation Primitives
310(41)
Major Arcade Game Animation Primitives
311(1)
The Cylindrical Primitive
311(3)
The Rotational Primitive
314(1)
The Disintegration Primitive
315(3)
The Color Flash Primitive
318(2)
The Scissors Primitive
320(2)
The Growing Primitive
322(1)
The Shrinking Primitive
323(1)
Minor Arcade Game Animation Primitives
323(1)
The Piston Primitive
324(1)
The Squeeze Primitive
324(1)
The Swing Primitive
325(1)
The Slide Primitive
326(1)
The Open/Close Primitive
327(1)
The Bounce Primitive
328(1)
The Stomp Primitive
328(1)
Complex Arcade Game Animation Primitives
329(1)
The Slinking Primitive
330(1)
The Flying Primitive
331(3)
The Walking Primitive
334(5)
The Running Primitive (Humans)
339(4)
The Running Primitive (Animals)
343(2)
The Jumping Primitive
345(3)
The Crawling Primitive
348(3)
Creating Your Animation Sequences
351(3)
General Animation Tips
352(2)
Animation Usage in Arcade Games
354(3)
Fonts and Arcade Games
357(28)
What are Fonts?
358(17)
Font Characteristics
358(1)
Serifs
358(1)
Sans Serifs
359(1)
Monospaced
359(1)
Proportional
360(1)
Bitmapped
360(1)
Scaleable
361(1)
Font Legibility
361(1)
Face
362(1)
Style
362(1)
Size
362(2)
Aliased
364(1)
Anti-Aliased
364(1)
Color
365(1)
Weight
366(1)
Leading
366(1)
Kerning
366(1)
Tracking
367(1)
Common Font Formats
367(1)
ROM Fonts
367(2)
ZSoft Fonts
369(1)
GEM Fonts
369(1)
Fastgraph Fonts
370(1)
Custom Game Fonts
371(1)
Borland Stroked Fonts
372(1)
True Type Fonts
373(1)
System Fonts
373(1)
Platform-Specific Font Support
374(1)
General Rules for Using Fonts in Arcade Games
375(2)
Using Fonts in Arcade Games
377(2)
Game Titles
377(1)
Body Text
378(1)
Status Indicators
378(1)
Arcade Game Font Recommendations
379(6)
Planning Arcade Game Graphics
385(20)
The Design Plan
386(19)
The Game Summary
386(1)
Game Back Story
387(1)
Game Description
387(1)
Game Object Inventory
388(1)
Game Functionality Overview
388(1)
The Game Action Sequence
389(1)
The Game Action Flowchart
389(2)
The Screen Summary
391(1)
Screen Mock-ups
391(2)
The Graphics Specification
393(1)
Game Creative Statement
394(1)
Artwork Orientation
394(1)
Target Platform
394(1)
Estimated Object Count
395(1)
Artwork Screen Resolution and Playfield Size
395(1)
Artwork Color Depth
396(1)
Artwork File Format(s)
396(1)
Artwork File Naming Scheme
397(1)
Artwork Color Palette
397(1)
Artwork Gamma Level
398(1)
Artwork Object Dimensions
398(1)
Frames per Object
399(1)
Object Actions and Facings
399(1)
Game Text Font(s)
400(1)
Miscellaneous Art Direction
400(1)
Technical Restrictions and Stipulations
401(1)
The Project Schedule
401(1)
The Game Glossary
402(3)
Hands-on Arcade Game Project-Fish Dish
405(74)
Getting Started
406(1)
The Three Phases of Fish Dish's Design
407(1)
Phase I: The Fish Dish Design Analysis
407(26)
Differentiating Game Objects
408(1)
Size
408(1)
Shape
409(1)
Color
410(1)
Position
411(1)
Animation
412(3)
Choosing a Design Style
415(1)
Audience and Emotional Appeal
415(1)
Visual Characteristics
416(1)
Difficulty of Implementation
417(2)
Characterization
419(1)
Online Game Issues
420(1)
The Available Display Area
420(2)
Artwork File Size Issues
422(3)
Performance
425(2)
The Color Palette
427(4)
Determining the Order of Element Creation
431(2)
Phase II: The Fish Dish Design Plan
433(20)
The Fish Dish Game Summary
433(1)
Game Back Story
433(1)
Game Description/Game Concept
433(1)
Game Object Inventory
433(3)
Game Functionality Overview
436(1)
The Game Action Sequence
436(1)
The Game Action Flowchart
437(1)
The Screen Summary
437(10)
The Fish Dish Graphics Specification
447(1)
Game Creative Statement
447(1)
Artwork Orientation
448(1)
Target Platform
448(1)
Estimated Object Count
449(1)
Artwork Screen Resolution and Playfield Size
449(1)
Artwork Color Depth
449(1)
Artwork File Format(s)
449(1)
Artwork File Naming Scheme
449(1)
Artwork Color Palette
450(1)
Artwork Gamma Level
451(1)
Artwork Object Dimensions
451(1)
Frames per Object
452(1)
Object Actions and Facings
453(1)
Game Text Font(s)
453(1)
Phase III: The Fish Dish Design Execution
453(26)
Artwork Templates
454(1)
Step-by-Step Game Object Design
455(1)
Salmon Fishdie Object Creation
456(5)
Red Devil Object Creation
461(1)
Gold Digger Object Creation
462(1)
Green Meanie Object Creation
463(2)
Gray Shark Object Creation
465(1)
Blue Angel Object Creation
466(1)
Bad Tuna Object Creation
467(2)
Head Hunter Object Creation
469(1)
Starfish Object Creation
470(1)
Happy Clam Object Creation
471(1)
M.C. Hammerhead Object Creation
472(1)
Salmon Fishdie Angel Object Creation
473(2)
Pause Bubble Object Creation
475(1)
Shield Bubble Object Creation
476(1)
Background Screen Creation
477(2)
Miscellaneous Topics and Final Thoughts
479(8)
Game Level Backgrounds
480(3)
Sources of Inspiration
483(2)
Final Comments
485(2)
Appendix A Artist Interviews 487(12)
Appendix B CD-ROM Contents 499(8)
Index 507

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