ART THEORY
GAME DESIGNER
INTRODUCTION
There are 5 key fundamentals when it comes to art...
VOLUME
Volume refers to anything that has depth due to lighting, creating a 3D shape or the illusion of one. Traditionally, form is given to a drawing to add volume, this is done by using shadows and lighting to add depth. In digital and traditional art, volume is created much the same way. However, in 3D software the 3D models themselves have volume without the need to
LIGHT
Referring to the brightness, illumination and radiance and their depiction in work. Light is essential for adding volume to a piece. Light can be used in many ways, such as adding focus to a specific area, ambiance to a scene, or highlighting form on a person, object or other subject. Ambiance is used to set the mood, and depending on the quantity of light, can be a weapon for invoking a certain emotion onto the person viewing the piece, or in the case of a game, playing the experience. For example, minimal lighting can create feelings of unease, mystery or fear.
COLOUR
Mood, Emotion, Setting,

PERSPECTIVE
Perspective is a way of representing three-dimensional objects on a two-dimensional surface to give the impression of their height, width, depth and position in relation to each other. There are different types of perspectives, such as 1-point, 2-point, 3-point and 4-point. While all serve the same innate purpose of presenting a 3D scene on a 2D surface, they are often used in different contexts, such as 1-point being most commonly used in cityscapes, room interiors and architecture. Other perspectives follow the same notion but can allow for more detail due to increased angles. On the other hand, 4-point perspective adds a fourth vanishing point, typically used to represent distortion by a wide field of view, like a fisheye lens.
COMPOSITION
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EDUCATION
BA NHTV University of Applied Sciences
BSc in International Game Architecture and Design
SKILLS
Advanced: Photoshop, Unity 3D, Unreal Engine
Proficient: Maya, SketchUp, Audacity, VR/AR Development.
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