How To Make Game Art With A Distinctive Style

本文指导如何创建独特游戏艺术风格,通过收集喜爱的游戏截图、分析共同特征、选择关键元素,逐步发展出统一且吸引人的艺术风格。遵循步骤,为游戏打造独一无二的艺术形象。

原文连接:http://www.vickiwenderlich.com/2011/08/how-to-make-game-art-with-a-distinctive-style/

I’ve gotten a couple of questions along the lines of “How do I make art like (X game or Y game) has?” What people really want to know is “How do I make my game art look good and stand out?”

You don’t want to have a clone of a successful game. No matter what you do, it will simply feel like a knockoff (not to mention the copyright issues). However, good games often have a distinctive, appealing style that many gamemakers want to emulate.

What you need to do is create your own look, and the best way to do that is to find artwork that appeals to you and figure out what makes the artwork so good. Then you combine the features you like into new art style.

Here’s how to develop a cohesive, distinctive style for your game:

First: collect screenshots of games with art you adore.

It doesn’t have to be an iPhone game. Flash games, cartoons, websites, pretty much anything that catches your eye and has something about it that fits your game.

Screenshots of iPhone games

Gather some screenshots of games whose art you admire. The more screenshots, the better!


 

Second: analyze what your screenshots have in common

A specific style will have concrete aspects about it that give it it’s characteristic flavor. When you can identify what those things are, you can start incorporating them into your own art.

Things to look at:

  • Strokes
    • Are they used? How thick?
    • Are they a constant width, or irregular?
    • How does the stroke color compare with the object color (darker, lighter, less saturated, or more)?

Different Stroke Choices in iPhone Game Art

Notice how the different strokes give each game a different feel

Pictured: Toca DoctorDrop The Chicken, and Blobster

 

  • Shapes
    • Are characters created by combining basic, recognizable shapes like ovals and rectangles, or are they organic and irregular?
    • Do the shapes have sharp corners and straight lines, or rounded corners and curves?

The type of shapes used contributes to the overall impression of characters and objects

Pictured: Wild Fables and Angry Birds

 

  • Colors
    • What is the overall color scheme of the game: bright, dark, pastel, monochromatic?
    • What is the “mood” of the game: eerie, playful, elegant? How do the colors contribute to that mood?
    • How do the background colors compare to the foreground colors?
    • How are gradients used?
Color Schemes of iPhone Games

Notice how the different color schemes create different moods

Pictured: Toca Doctor and Blobster

 

  • Characters:
    • What are their expressions like? Goofy, mean, realistic, etc.
    • Are their features in general oversized, or undersized? Big eyes, tiny feet?
    • Are the heads, bodies, and appendages separate, or combined? Do they even have bodies, or just oversized heads?
Chicken Character in iPhone Game

A quick analysis of Drop The Chicken's characters

Source: Drop The Chicken

 

Third: Choose which features to include in your game’s art style.

You probably won’t want to do everything exactly the way they do, so pick and choose which features you will put into your art.  A bold color scheme?  Oversized eyeballs and cute, ball-shaped characters?  No gradients and a thick stroke?

A couple of tips:

Strokes are your friend.

Almost every good art style will use strokes (I said ALMOST! TocaBoca doesn’t use any and they have a cute, clean style). They define the edges of a form, and the shape they take will contribute to the feel of the app.

Be Consistent

Choose a set of rules for your art. It matters less what the rules are than that you stick to them. A cohesive set of art will naturally look better than art with mismatched styles.

Choose a single stroke style, and use it on everything. There’s nothing wrong with a basic 1 or 2 pixel stroke of a darker shade than the inside of the object. Choose a color scheme; tools like Color Scheme Designer orKuler can help. Decide how you will compose your characters and objects, and use the same basic process for each.

One exception: games will often treat backgrounds differently than the main content (characters, objects and foregrounds). For example, using strokes on the main content and none on the background content.

Background Colors Vs Foreground Colors

One general rule is that backgrounds should be composed of quieter, slightly desaturated colors, while objects and characters in the foreground should be composed of bright, bold colors.

This helps the user understand the distinction between objects he should interact with and the scenery that he can’t affect.

backgrounds and foregrounds

Backgrounds and Foregrounds/Objects/Characters should have different treatments


Pictured:  Squirrel Attack (free art!)  and  Cut The Rope
 
Follow these steps, and you will be well on your way to developing a distinctive style of art for your game. Be creative and explore different options – the best games are unique as well as memorable!

If you have any questions, or more tips, please share them in the comments!

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多模态集成通过邻域聚合加剧问题,导致节点表示趋同和特征丧失,其原因和影响如下: ### 原因 - **信息同质化**:在多模态集成中,邻域聚合会将相邻节点的信息进行整合。不同模态的数据可能在邻域聚合过程中逐渐融合,使得相邻节点的特征变得相似。例如,在社交网络中,如果在聚合用户的文本信息和行为信息时,邻域内的用户可能因为共同的兴趣而具有相似的行为模式和文本表达,经过多次聚合后,这些用户节点的表示就会越来越相似,导致节点表示趋同,丢失了原本各自独特的特征 [^1]。 - **聚合函数的局限性**:现有的邻域聚合函数通常是设计为对邻域信息进行加权求和等操作,这种方式可能会过度强调邻域的共性信息,而忽略了节点自身的特性。例如,在图神经网络中常用的平均聚合函数,会将邻域节点的特征简单平均,当邻域节点数量较多且特征分布较为集中时,就容易使得节点自身的独特特征被稀释,从而造成特征丧失 [^1]。 - **模态间的不平衡**:不同模态的数据在重要性和信息量上可能存在差异。在邻域聚合过程中,如果没有对不同模态进行合理的加权处理,可能会导致某些模态的信息过度主导,而其他模态的信息被忽视。例如,在图像 - 文本多模态数据中,如果在邻域聚合时过度依赖图像特征,那么文本特征所携带的独特信息就可能丢失,进而影响节点表示的多样性,加剧节点表示趋同的问题 [^1]。 ### 影响 - **模型性能下降**:节点表示趋同和特征丧失会导致模型无法准确区分不同的节点,降低了模型的分类、聚类等任务的性能。例如,在图像分类任务中,如果节点表示趋同,模型就难以分辨不同类别的图像,导致分类准确率下降 [^1]。 - **泛化能力减弱**:由于节点特征的丧失,模型在面对新的数据时,无法有效地利用节点的独特信息进行推理,使得模型的泛化能力受到影响。例如,在推荐系统中,如果用户节点的表示趋同,就难以根据用户的个性化特征为其推荐合适的物品,导致推荐结果的质量下降 [^1]。 - **可解释性降低**:节点表示趋同使得节点之间的差异变得模糊,难以解释模型的决策过程。例如,在医疗诊断中,如果患者节点的表示趋同,医生就难以根据模型的输出判断每个患者的具体病情,降低了模型的可解释性和实用性 [^1]。 ```python # 以下是一个简单的邻域聚合示例代码,展示可能导致节点表示趋同的情况 import numpy as np # 假设有 5 个节点,每个节点有 3 维特征 node_features = np.random.rand(5, 3) # 邻接矩阵,表示节点之间的连接关系 adj_matrix = np.array([ [0, 1, 1, 0, 0], [1, 0, 1, 0, 0], [1, 1, 0, 1, 0], [0, 0, 1, 0, 1], [0, 0, 0, 1, 0] ]) # 邻域聚合函数(简单平均) def neighborhood_aggregation(node_features, adj_matrix): num_nodes = node_features.shape[0] aggregated_features = np.zeros_like(node_features) for i in range(num_nodes): neighbors = np.nonzero(adj_matrix[i])[0] if len(neighbors) > 0: aggregated_features[i] = np.mean(node_features[neighbors], axis=0) return aggregated_features # 进行一次邻域聚合 aggregated_features = neighborhood_aggregation(node_features, adj_matrix) print("原始节点特征:") print(node_features) print("聚合后的节点特征:") print(aggregated_features) ```
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