Hi-Bit Pixel Graphics – the New Era of Pixel Art
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Pixel Art: 1.0
Pixel Art: 1.0 Square is Cool! by Astra Wijaya (astrawijaya.com) with Tech Valley Game Space What is on the menu today? 1. Introduction 2. History 3. Software setup 4. Playing with pixels 5. Resources 0.1 Some questions - Does anyone know how/is learning to draw (digital or traditional)? - Familiar with Photoshop/Piskel/other image editing software? - Who is using what software? 1.1 What is a pixel? - From the words, picture and element. This one square is a pixel "Pixel-example" by ed g2s • talk - Example image is a rendering of Image:Personal computer, exploded 5.svg.. Licensed under CC BY-SA 3.0 via Wikimedia Commons - https://commons.wikimedia. org/wiki/File:Pixel-example.png#/media/File:Pixel-example.png 1.2 What is pixel art? - Drawing or editing on the pixel level that now has become a style of its own. 2.1 History - Came from hardware processing limitation - Not able to draw or render too many colors 2.1 History - Very similar to mosaic art 2.2 Visual History Pong (1972) Credit: Amintore Fanfani 2.2 Visual History Space Invaders (1978) 2.2 Visual History Pac Man (1980 2.2 Visual History Donkey Kong [arcade] (1981) 2.2 Visual History Super Mario Bros (NES) (1985) 2.2 Visual History Ryu (Street Fighter series) 1987+ 2.2 Visual History Chrono Trigger (1995) 2.2 Visual History Metal Slug series (1996+) 2.2 Visual History Castlevania: Symphony of the Night (1997) 2.2 Visual History Final Fantasy Tactics (1997) 2.2 Visual History Pokemon series (1996) 2.2 Visual History 3D Dot Game Heroes (2009) 2.2 Visual History Minecraft (2009) 2.2 -
Virtual Reality Models Based on Photogrammetric Surveys
applied sciences Article Virtual Reality Models Based on Photogrammetric Surveys—A Case Study of the Iconostasis of the Serbian Orthodox Cathedral Church of Saint Nicholas in Sremski Karlovci (Serbia) Miloš Obradovi´c 1, Ivana Vasiljevi´c 2, Isidora Đuri´c 2,*, Jelena Ki´canovi´c 1, Vesna Stojakovi´c 1 and Ratko Obradovi´c 2,* 1 Department of Architecture and Urban Planning, Faculty of Technical Sciences, University of Novi Sad, 21000 Novi Sad, Serbia; [email protected] (M.O.); [email protected] (J.K.); [email protected] (V.S.) 2 Computer Graphics Chair, Faculty of Technical Sciences, University of Novi Sad, 21000 Novi Sad, Serbia; [email protected] * Correspondence: [email protected] (I.Đ.); [email protected] (R.O.); Tel.: +381-21485-2297 (R.O.) Received: 29 February 2020; Accepted: 7 April 2020; Published: 16 April 2020 Featured Application: This work presents the process of creating a virtual reality application based on photogrammetric surveying of cultural heritage objects for iconostasis, as an important element of a church’s cultural heritage. The proposed workflow comprises photogrammetric surveying and modeling, 3D model optimization and retopology, followed by control and analysis, and creating a VR application. The final result is shown as an interactive VR tour through the church that allows a user to visualize the iconostasis in a way it cannot be perceived in real life. Abstract: During recent years, the synergy of virtual reality (VR) and photogrammetry has become an increasingly prevalent way to visualize, represent, preserve and disseminate cultural heritage objects. Photogrammetry offers a reliable method for a faithful and accurate image-based modeling of real-world objects, while VR applications provide not only visualization, but also an immersive and interactive experience of the photogrammetrically reconstructed cultural heritage. -
GAMES-KONZEPTE Für Schule Und Jugendbildung + IMPRESSUM
SPIELEND LERNEN 17 innovative GAMES-KONZEPTE für Schule und Jugendbildung + IMPRESSUM Herausgeber medien+bildung.com gGmbH Lernwerkstatt Rheinland-Pfalz Turmstr. 10 67059 Ludwigshafen Registernummer: HRB 60647 Gerichtsstand: Amtsgericht Ludwigshafen Verantwortlich Katja Friedrich (Geschäftsführerin) Tel.: (0621) 52 02 256 [email protected] Redaktion Christian Kleinhanß Hans-Uwe Daumann Autor/innen Katja Batzler Christopher Bechtold Steffen Griesinger Maren Herrmann Christian Kleinhanß Friedhelm Lorig Katja Mayer Daniel Zils Bildnachweis medien+bildung.com, LMK Layout und Gestaltung Kristin Lauer, www.diefraulauer.com, Mannheim Druck Nino Druck GmbH, Neustadt an der Weinstraße IN- Dieses Werk ist lizenziert unter einer Creative Commons Namensnennung 3.0 Deutschland Lizenz HALT Seite Inhalt Alter Stufe 04 Grußworte 05 Einleitung 06 Learning Apps Ab 8 GS SEK1 SEK2 08 Kahoot: Quizzes entwickeln Ab 8 GS SEK1 SEK2 10 Moodle: Gamifizierte Online-Kurse Ab 10 SEK1 SEK2 12 Eigene 3-D-Welten gestalten mit Co-Spaces Ab 10 SEK1 SEK2 14 Pixel Art Ab 10 SEK1 SEK2 15 Machinima Ab 12 SEK1 SEK2 16 Minetopia Ab 12 SEK1 17 Filmwerkstatt Minecraft Ab 12 SEK1 18 Digital Outdoor Games Ab 8 GS SEK1 SEK2 19 Code Breakers Ab 14 SEK1 SEK2 23 Bloxels Ab 8 GS SEK1 24 Gamesentwicklung mit Scratch Ab 10 SEK1 SEK2 26 Twine: Digital Storytelling Ab 10 SEK1 SEK2 28 Make Dance Moves Ab 10 SEK1 30 Exzessives Spielen Ab 11 SEK1 32 Gewalt in digitalen Spielen Ab 11 SEK1 34 check the games – Ein Projekttag Ab 11 SEK1 35 Links & Empfehlungen IN- HALT GRUSS-WORTE Georg Banek © Das Konzept des homo ludens, des spielenden Menschen, ist Spielend zu lernen ist für viele Schülerinnen und Schüler ein vom Gedanken getragen, dass jedes Spiel auch dem Lernen Traum. -
GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines. -
Balasko-Mastersreport-2020
The Report Committee for Alexander Balasko Certifies that this is the approved version of the following report: An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre APPROVED BY SUPERVISING COMMITTEE: Supervisor: _____________________________________ James Buhler _____________________________________ Bryan Parkhurst An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre by Alexander Balasko Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Music The University of Texas at Austin May 2020 An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre Alexander Balasko, M.Music The University of Texas at Austin, 2020 Supervisor: James Buhler As the field of ludomusicology has grown increasingly mainstream within music studies, a methodological trend has emerged in discussions of genre that privileges the formal attributes of game sound while giving relatively little attention to aspects of its production. The problems with this methodological bent become apparent when attempting to discuss the independent (“indie”) game genre, since, from 2010-2020 the indie game genre underwent a number of significant changes in aesthetic trends, many of which seem incoherent with one another. As such, the indie genre has received relatively little attention within the ludomusicological literature despite its enormous impact on broader gaming culture. By analyzing the growth of chiptune aesthetics beginning in 2008 and the subsequent fall from popularity towards 2020, this paper considers how a satisfying understanding of the indie game genre can be ascertained through its material cultures, rather than its aesthetics or gameplay. -
Possibly Tetris?: Creative Professionals’ Description of Video Game Visual Styles
Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 The Style of Tetris is…Possibly Tetris?: Creative Professionals’ Description of Video Game Visual Styles Stephen Keating Wan-Chen Lee Travis Windleharth Jin Ha Lee University of Washington University of Washington University of Washington University of Washington [email protected] [email protected] [email protected] [email protected] Abstract tools cannot fully meet the needs of retrieving visual Despite the increasing importance of video games information and digital materials [2] [21]. In addition, in both cultural and commercial aspects, typically they current access points for retrieving video games are can only be accessed and browsed through limited limited, with browsing options often restricted to metadata such as platform or genre. We explore visual platform or genre [9] [10] [14]. In order to improve the styles of games as a complementary approach for retrieval performance of video games in current providing access to games. In particular, we aimed to information systems, standards for describing and test and evaluate the existing visual style taxonomy organizing video games are necessary. Among the developed in prior research with video game many types of metadata related to video games, visual professionals and creatives. User data were collected style is an important but overlooked piece of from video game art and design students at the information [5]. The lack of standard taxonomy for DigiPen Institute of Technology to gain insight into the describing visual information, with regard to video relevance of the existing taxonomy to a professional games, is a primary reason for this problem. -
Depixelizing Pixel Art
Depixelizing Pixel Art Johannes Kopf Dani Lischinski Microsoft Research The Hebrew University Nearest-neighbor result (original: 40×16 pixels) Our result Figure 1: Na¨ıve upsampling of pixel art images leads to unsatisfactory results. Our algorithm extracts a smooth, resolution-independent vector representation from the image, which is suitable for high-resolution display devices. (Input image c Nintendo Co., Ltd.). Abstract higher resolution artwork. For this reason, classical pixel art is usu- ally marked by an economy of means, minimalism, and inherent We describe a novel algorithm for extracting a resolution- modesty, which some say is lost in modern computer graphics. The independent vector representation from pixel art images, which en- best pixel art from the golden age of video games are masterpieces, ables magnifying the results by an arbitrary amount without im- many of which have become cultural icons that are instantly recog- age degradation. Our algorithm resolves pixel-scale features in the nized by a whole generation, e.g. “Space Invaders” or the 3-color input and converts them into regions with smoothly varying shad- Super Mario Bros. sprite. These video games continue to be en- ing that are crisply separated by piecewise-smooth contour curves. joyed today, thanks to numerous emulators that were developed to In the original image, pixels are represented on a square pixel lat- replace hardware that has long become extinct. tice, where diagonal neighbors are only connected through a single point. This causes thin features to become visually disconnected In this paper, we examine an interesting challenge: is it possible to under magnification by conventional means, and creates ambigui- take a small sprite extracted from an old video game, or an entire ties in the connectedness and separation of diagonal neighbors. -
Worldbuilding Voices in the Soundscapes of Role-Playing Video Games
University of Huddersfield Repository Jennifer, Smith Worldbuilding Voices in the Soundscapes of Role Playing Video Games Original Citation Jennifer, Smith (2020) Worldbuilding Voices in the Soundscapes of Role Playing Video Games. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/35389/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Worldbuilding Voices in the Soundscapes of Role-Playing Video Games Jennifer Caron Smith A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of Doctor of Philosophy The University of Huddersfield October 2020 1 Copyright Statement i. The author of this thesis (including any appendices and/ or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such Copyright for any administrative, promotional, educational and/or teaching purposes. -
Depixelizing Pixel Art
Depixelizing Pixel Art Johannes Kopf Dani Lischinski Microsoft Research The Hebrew University Nearest-neighbor result (original: 40×16 pixels) Our result Figure 1: Na¨ıve upsampling of pixel art images leads to unsatisfactory results. Our algorithm extracts a smooth, resolution-independent vector representation from the image, which is suitable for high-resolution display devices. (Input image c Nintendo Co., Ltd.). Abstract higher resolution artwork. For this reason, classical pixel art is usu- ally marked by an economy of means, minimalism, and inherent We describe a novel algorithm for extracting a resolution- modesty, which some say is lost in modern computer graphics. The independent vector representation from pixel art images, which en- best pixel art from the golden age of video games are masterpieces, ables magnifying the results by an arbitrary amount without im- many of which have become cultural icons that are instantly recog- age degradation. Our algorithm resolves pixel-scale features in the nized by a whole generation, e.g. “Space Invaders” or the 3-color input and converts them into regions with smoothly varying shad- Super Mario Bros. sprite. These video games continue to be en- ing that are crisply separated by piecewise-smooth contour curves. joyed today, thanks to numerous emulators that were developed to In the original image, pixels are represented on a square pixel lat- replace hardware that has long become extinct. tice, where diagonal neighbors are only connected through a single point. This causes thin features to become visually disconnected In this paper, we examine an interesting challenge: is it possible to under magnification by conventional means, and creates ambigui- take a small sprite extracted from an old video game, or an entire ties in the connectedness and separation of diagonal neighbors. -
Interactive Initiative Workshops
Interactive Initiative Workshops InteractiveInitiative.org Samuel Lopez De Victoria - Workshop Lead/Organizer [email protected] (786)-397-4201 Action Interaction: Game Design and Interactive Art Creation Age Groups: Teen, Adult Class Type Options: Weekly Classes or Single Workshop Equipment: Computers Learn to create your own video game! No programming or coding skills knowledge needed! Create your own two dimensional game from beginning to end, from concept to completed game! In this workshop you will learn how to bring together game logic, digital imagery, animations, sound, input, and more! Illustration in the Digital Age Age Groups: Middle School, Teen, Adult Class Type Options: Weekly Classes or Single Workshop Day Equipment: Computers + Photoshop (or Illustrator or GIMP) Use Photoshop (or Illustrator, or GIMP) to create your own digital art works. Learn how to create drawings using powerful tools such as layers, brushes, selectors, filters, and more. Projection Mapping: Generate and Activate Age Groups: Adult Class Type Options: Single Workshop Day Equipment: Computers + Projectors Project video experiences onto any shaped surface by using projection mapping tools. Learn how to create and setup a projection, projector best practices, live animation, and audio manipulation and control. Great for creating art installations as well as dive into the business of being a visual jockey (VJ). Special Effects and Animation for Film Age Groups: Teen (older), Adult Class Type Options: Weekly Classes Equipment: Computers + Adobe After Effects Learn how to use the professionally used Adobe After Effects to create special effects and animations in your own videos. You will learn a wide range of skills such as green screen keying, character and text animations, special effects, color correction, and more. -
Makecode Arcade Pixel Art Sprites Created by John Park
MakeCode Arcade Pixel Art Sprites Created by John Park Last updated on 2021-02-09 12:10:54 PM EST Guide Contents Guide Contents 2 Overview 3 Pixel Art Fundamentals 8 Pixels 8 Pixel Art 8 Software and Resources 9 Color Palette 10 The Canvas 10 Sprite Sheets 13 Drawing Sprites 14 Anti-Aliasing 15 Create Sprites in MakeCode Arcade 17 MakeCode Arcade 17 mySprite 18 Sprite Editor 19 Bigger Ruby 21 Controls 23 Update the PyBadge/PyGamer Bootloader 24 PyBadge/PyBadge LC Bootloader 24 PyGamer Bootloader 24 Hardware Checks 24 Load a MakeCode Game on PyGamer/PyBadge 26 Board Definition 27 Change Board screen 27 Bootloader Mode 28 Drag and Drop 29 Play! 29 Troubleshooting MakeCode Arcade 30 Update the PyBadge Bootloader 31 Updating Your PyBadge Bootloader 31 Oh no, I updated MacOS already and I can't see the boot drive! 33 © Adafruit Industries https://learn.adafruit.com/makecode-arcade-pixel-art-sprites Page 2 of 35 Overview Let's learn how to make our own pixel art character sprites! Many classic and modern video games use two-dimensional pixel art, a.k.a. sprites, to represent characters. The limitations on size and color palette can unlock worlds of creativity! We'll cover the fundamentals of pixel art character sprites, as well as learn to make our own using MakeCode Arcade, and even upload our characters and move them around on the PyBadge! Microsoft MakeCode Arcade (https://adafru.it/DD0) is a web-based beginner-friendly code editor to create retro arcade games for the web and for microcontrollers. -
Technical Manuel-ENG
SIMULWIND: maintenance SIMULator for the sustainability of European WIND farms Project nº 2017-1-DE02-KA202-004261 Technical Manual By using the SIMULWIND simulator you accept the license terms and terms of use The European Commission support for the production of this publication does not constitute an endorsement of the contents which reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein. CC BY SA 4.0 by Asociacion Empresarial Eolica DT-00M REV 0 SIMULWIND MANUAL QUICK START Step 1: Download SIMULWIND. Step 2: Unzip SIMULWIND (.ZIP file) Step 3: Go to ANNEX 1 SILMULWIND: PROGRAMS AND MORE 1. PROGRAMS AND VERSIONS a) UNITY VERSION: 2018.3.7.1F. b) BLENDER VERSION: 2.8. On the one hand, we have Unity Version. Is has great importance since its work is related to the compatibility between both previous and later versions, which is not usually a good one. The plugins and libraries used will be included in the project master itself without the need of incorporating anything new. On the other hand, there is the blender 2.8 version. It is the one used due to his option of being able to prepare the embedded textures of the models. Previous versions did not allow you to easily include this option. Página 2 de 24 2. AEROGENERATOR MODEL IN BLENDER. In the blender file, the complete wind turbine that will serve as the basis to incorporate new elements in their correct position is attached. (See export explanation in Blender so that the position and textures of the object are appropriate).