小女孩的艺术

Hui En Lye, V. Kannappan, Jeffrey Hong
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引用次数: 0

摘要

本文记录了为“La Petite Fee Cosmo”创作视觉和概念艺术的研究和开发过程。“La Petite Fee Cosmo”是一款2D互动学习游戏,旨在通过创新教学鼓励学习。生产性失败的概念是这款游戏的支柱。在这个过程中,我们探索了各种创造性的艺术方向和方法,从而为游戏创造出理想的视觉资产。实验是在数字和传统的媒介,如水彩。水彩画是一种有用的媒介,可以创造新鲜的视觉效果来传达想法。水彩颜料与棉纸的自发性相互作用创造出有趣的纹理和视觉趣味。水彩原本是作为游戏艺术的主要媒介,但由于技术上的复杂性,它后来被数字媒介所取代。角色、环境和道具的概念设计是为了帮助游戏制作过程中的可视化过程。这些视觉效果的许多灵感都来自于真实的地点和不同的艺术家。重点放在创建精致的视觉资产,以增加吸引力,增加粘性和兴趣。
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The Art of La Petite Fee Cosmo
This paper records the research and development employed to create the visuals and concept art for "La Petite Fee Cosmo". "La Petite Fee Cosmo" is a 2D interactive learning game created to encourage learning through innovative teaching. The concept of productive failure served as a backbone for the game. Various creative art directions and methods were explored during the process so as to create the desired visual assets for the game. Experimentation was done in both digital and traditional mediums such as watercolour. Watercolour served as a useful medium to create fresh visuals to convey ideas. The spontaneity in which watercolour pigments interact with cotton paper creates interesting textures and visual interest. Watercolour was originally intended to be used as the primary medium for the game art however it was later replaced by digital mediums due to technical complications. Concept designs for characters, environments and props were created to assist the visualization process during the production of the game. Many of these visuals are inspired by actual locations and various artists. Emphasis was placed on creating refined visual assets to allow for increased appeal as well as increased engagement and interest.
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