Assessment 1: Understanding Digital Graphics used within Computer Games

Assessment 1: Understanding Digital Graphics used within Computer Games

I will be comparing and contrasting the digital products of; Assassin’s Creed China and Mark of the Ninja. Both being a side scroller game. I will comparing of the games’ similarities and difference of each other, and also using examples of videos and images, evidence.

Mark of the Ninja:

The difference is that the main character in “Mark of the Ninja” has a different style of clothes on, by showing the character’s arms and tattoos. This game uses a 2D spirit, using a 64 Bit. The character design seems to be an image asset that was design, because it was made in 2D style, so it had to be exported from Photoshop (or paint and etc). It could be also compressed by using JPEG, saving more memory but losing quality. The image is set as vector image asset because the is made of lined up. 

Animation Movement


The game takes up a cartoon animated style to its game. This is can be shown in the game’s style being animated cartoon. As seen in video (from 2:37:7 to 2:37:10): https://youtu.be/qlHOL1paJtQ?t=2h37m7s. As it takes on cartoony style, this is can see, as the main character does an overly exaggerated “stealth attack” in the video (seen in 3:31:39 to 2:31:42): https://youtu.be/qlHOL1paJtQ?t=3h31m39s

The Main Character
The game “Mark of the Ninja” has a still background, as most side scroller do. This background can be a GIF, as it is moving with the character. As well having multiple layers of same style background. This will give feel that background is moving with the character.

The developers of "Mark of the Ninja" had a design character from the concept art that was given to them, to replicate. The character was improved and redesign till they found an look for the main character they are satisfied with.



Main character design progress
The game “Mark of the Ninja” has a simple HUD (Head User Display), that anyone can follow. This HUD is generally friendly as anyone can understand the controls quite easily, as it is laid on the HUD. The HUD shows what part of the controller does what, making gameplay easier for player, also making it look more user-friendly.

Heads Up Display (HUD)
The “Mark of the Ninja” does not seem to require to be optimised, as it can be downloaded from steam (http://store.steampowered.com/app/214560/). As it requires minimum of: AMD Phenom 9750 or Pentium D 800 (or higher), Ram has to be 2GB, NVIDIA GeForce 7800 GT or ATI Radeon HD 3000 or higherm can be played on a 32 bit. The game also needs 2.5 GB of memory space, it can also be played on 1920x1080 monitor (for Windows and Linus), or a 480x720 monitor (this is only for Xbox 360). The game can be played on Linux, Windows and Xbox 360, as it’s exclusive for Microsoft only.

If the game is being downloaded from a CD, it could be possibly done by using lossy compression. This can be seen when doing with game’s assets like the main character and the HUD overlay, as a JPEG image. By using a JPEG compression, the developer can decide how much loss to introduce and make a trade-off between file size and resolution quality. This would be okay for Linux and Windows, but for Xbox 360, it is not as advance as desktops. So it has to be done by using lossy compression, so it can run smoothly and being able to compress it again for Xbox 360.

Assassin’s Creed China:

The difference is that the main character in “Assassin’s Creed Chronicles: China” has a different style character. This game uses a 3D model character. The character design seems to have to be a three-dimensional model that was designed, because it was made in a 3D style, so it had to be made from Maya, Unreal (and etc). It could be also formatted by using FBX and OBJ, usually seen in 3D formats. The character is set out as a raster image, because the character is made out pixels.


The Main Character

The developers of "Assassin's Creed Chronicles: China" have shown the concept art for the main character; "Shao Jun". Also showing off some of the background concept art. This has shown the progress on making character by experimenting different looks and stance for the character.


Main Character's Concept Art
The background concept art has been released showing one of the areas at the end of the game. The concept art to the actual game, has shown the game had replicated the background and installed it into it.


Environment Concept Art
The game takes up a 3D style to its game, from side view to make the game a side scroller.
The game’s 3D environment was made in Unreal Engine. This done from being a “Third Person View”, instead it was done from a side view. The game plays as 2.5D because side view effect, this can be seen in video (2:18 till 2:25) https://youtu.be/_Piqa3HbIlA?t=2m18s. This proves that game is three-dimensional, but used in a 2D style. 

The game “Assassin's Creed Chronicles: China" has an HUD (Heads Up Display) that is overlayed with game, in the background. The HUD is simple and generic to understand, as it already tells you what does, what. Also what the player is currently using in the game, and how much health player has. This is helpful for the player to use. The HUD seems to be a 2D image asset, that is formatted as a XNA, to make interactive with the players controls.


Heads Up Display (HUD)
The game; "Assassin's Creed Chronicles: China" has does not optimising for the consoles or PC. Because XboxOne and PlayStation 4 have already passed the minimum requirements. For the PC it is 2GB of  RAM, can on be used on Window 7 on a 32 bit or a 64 bit. Only can be used on DirectX10, with requiring 30 GB memory space. Also can be played on 1920x1080 monitor.

The game is downloaded digitally, so it was probably compressed in lossless. So it can be quicker and smoother to run on the hardware. This is done so it is optimized to it fullest potential, without the horrendous lag and crashes. By setting it on lossless compression, the developers would had to sacrifice quality for performance. If they hadn't this would had been irritating for the player to played on a game that wasn't optimised properly.

Contrasting the games:


The "Mark of the Ninja" and "Assassin's Creed Chronicles: China" they both aim to be a 2D styled side-scroller, which both do. But "Assassin's Creed Chronicles: China" is technically a 3D, but placed on 2D form. The "Mark of the Ninja" has a similar style HUD (Head Up Display) on the game, allowing what the controllers, equipment and health. But "Mark of the Ninja" has a formatted JPEG HUD (Heads Up Display) that seems to be interactive for the player. While "Assassin's Creed: Chronicles: China" has a formatted XNA, that can be interactive for the player. 


By comparing the performance to "Assassin's Creed Chronicles: China" and "Mark of the Ninja". Showing that "Assassin's Creed Chronicles: China" requires bit higher spec, it requiring DirectX10 and 25 more of GB space of memory. This is only because that "Assassin's Creed Chronicles: China" is designed as 3D and having more detailed environments. Comparing performance, "Mark of the Ninja" is more smoother and efficient, then "Assassin's Creed Chronicles: China" because "Mark of the Ninja" requires less space and usage of the computer's resources. Requiring less RAM, meaning more smoother. Also needing less memory space, because most of the image assets are JPEG.  


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