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Artistic Direction

A big decision you will need to make about your project is the overall look and feel of the interface. The interface says something about your project, and deciding what that should be is important. For example, if you were developing a Klondike card came, you may decide that you want to make the game look a bit weathered, as if you have traveled to Alaska in search of gold and are looking for a respite from the tedium of panning for gold. In this case, using an artistic style out of Tron may not work. You would want to use more weathered wood textures, perhaps fade the print on the cards, and perhaps use saloon style music to help set the mood for the game.

A lot of art in games these days is done, or at least starts, as vector art. There are many reasons, but this is done primarily as a way to make resizing images for different devices trivial. Vector graphics are stored as mathematical formulas of the shapes, so resizing the image simply changes the perspective of the shapes, allowing you to resize without distorting the image quality. Although your final image assets may be a more compressed format (such as a png, jpeg, or gif), the “master” images can remain as vectors.


  

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