In this discussion of scale and proportions, we will examining how dynamic relationships are set through differences in size and position. Below is a glossary of terms to be used.
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In this discussion we will be taking a look at the use of emphasis. I believe emphasis is one of the strongest tools for conveying narrative. Elements that pop out to the viewer become the key points that they will use to draw the lines and connect the dots of your story. Below is a glossary of terms to be used when discussing emphasis.
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As always, feel free to leave a comment/suggestion/feedback down below. In this discussion we will talk about contrast. Below is a glossary of the terms to be used.
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As always, feel free to leave a comment/suggestion/feedback down below. This discussion will explore the meaning of rhythm and how it connects to emotion and movement. One of my favorite examples of rhythm is in AMVs (Anime Music Videos), where fans create a retelling of a narrative by re-editing a series with music. Below is a glossary of terms for this discussion.
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As always, feel free to leave a comment/suggestion/feedback down below. This discussion looks into the unification of elements in a design. To me, one of the best examples of unity is with team compositions. Either in gameplay like Dungeons and Dragons, where each player has a role to support the team. Or through their uniform, where individuals wear the team colors to publicly display their allegiance. Below is the glossary for this discussion.
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As always, feel free to leave a comment/suggestion/feedback down below. Point is the smallest unit in a visual component, but a point can also be what draws focus or even capture a single moment in time. This discussion will analyze point and its place in design. Below is the glossary for this conversation.
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As always, feel free to leave a comment/suggestion/feedback down below. This discussion examines techniques and elements of designing pattern and texture. In games, expressing texture is critical in designing immersive environments as we all live in a tactile world. To portray this, artists have developed amazing tools and techniques to express texture.
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As always, feel free to leave a comment/suggestion/feedback down below. In this discussion, we explored portrayals of movement in design. The representation of motion can be direct like in film or animation, but more interestingly motion can be implied through still art as well.
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As always, feel free to leave a comment/suggestion/feedback down below. This time around we are talking about Space and Depth. How artists and designers are able to give dimension to a piece that is otherwise presented in a 2D space. Whether on a canvas, a screen, or in virtual reality, space and depth is developed as an illusion. Below is the glossary for this discussion.
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As always, feel free to leave a comment/suggestion/feedback down below. In discussing value, you begin to see how intertwined these really are. Value can be used to build depth, texture, contrast. Its hard to talk about value in a piece without involving the others. Below is the glossary for this discussion.
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AuthorThis blog was for the purpose of AET 315, where we explore design thinking and principles. Here I will explore my own design methods and perspective. Archives |