lesson 3 design elements and principle

22
Design Standard

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Page 1: Lesson 3  design elements and principle

Design Standard

Page 2: Lesson 3  design elements and principle

No such thing as standard game design

Variety of design concepts makes gaming more exciting

Creates interactive fiction adventure

Page 3: Lesson 3  design elements and principle

Six Different Documents at Various Stages of Creative process

Design Outline Preliminary

Design Final design Design Specs Graphic Bible Interactive

Screenplay

Page 4: Lesson 3  design elements and principle

Design Principles

Page 5: Lesson 3  design elements and principle

USER INTERFACE (UI) The manner through which a

user interacts with the system

The users wanted the developers to build applications that meet their need and are easy to use

Page 6: Lesson 3  design elements and principle

Fundamentals of UI

Page 7: Lesson 3  design elements and principle

The Structure Principle

The Simplicity Principle

The Visibility Principle

The Feedback Principle

The Tolerance Principle

The Reuse Principle

Page 8: Lesson 3  design elements and principle

Design Elements

Page 9: Lesson 3  design elements and principle

LineRepresents a path, either

visible or implied,

between two points. It can be straight,

curved, horizontal,

vertical, zigzag or diagonal

Page 10: Lesson 3  design elements and principle

FormAny three-

dimensional object, which is due in part to light and dark areas

Page 11: Lesson 3  design elements and principle

ColorIts adds

beauty to your design.It has an

effect on emotion or

mood. It can be

Analogous or Complementary

Page 12: Lesson 3  design elements and principle

SpaceThere are two

types of space: the positive and

negative.

Positive- Refers to the space

occupied by the subject matter

Negative- refers to the space around and between the

subject matter

Page 13: Lesson 3  design elements and principle

TextureRefers to the

surface quality : smooth or

coarse, soft or hard

Page 14: Lesson 3  design elements and principle

ShapesResult of

closed lines or implied

boundaries because of color or texture.

Page 15: Lesson 3  design elements and principle

ValueRefers to the

range of lightness and

darkness in the image. Also

called tone, this gives objects

depth and perception

Page 16: Lesson 3  design elements and principle

Design Principles

Page 17: Lesson 3  design elements and principle

Relates all the parts with one

anotherSymmetrical –Mirror image

balanceAsymetrical-

occurs when items on one side are balanced with

different items on the other side

Balance

Page 18: Lesson 3  design elements and principle

ContrastThe use of differing or

opposite elements

such as large and small, light and

dark, rough and smooth

to add variety

Page 19: Lesson 3  design elements and principle

Dominance (Focal Point)

Refers to the center of visual

interest to which the

eye is naturally

drawn

Page 20: Lesson 3  design elements and principle

RhythmRefers to the repetition of a particular shape or the combination of related

color values

Page 21: Lesson 3  design elements and principle

Proportion (or Scale)

Involves the relationship

between sizes of the elements in

the design

Page 22: Lesson 3  design elements and principle

Harmony

Gives a sense of

unity among all

components