Application of digital graphics
Sprites
Sprites are basically computer graphics term for a two dimensional bitmap that becomes a larger scene.
Sprites in games can either be static images or an animated graphic.
Examples of sprites include objects in 2D video games icons that are part of an application
A sprite is also a type of stand alone computer graphic element and is also defined as a 2D image and/or animated image that has a role.
Sprites can also be known as a icon.
Here's a few examples of sprites.
Where are sprites used?
Most sprites are used in websites

Background graphics
Background graphics is a background that could show a floor plan of a floor so like laminate floor
Background graphics can be used for the background so for instance there's floor graphics and textures that are used in games for example the background as in destiny there are landscapes that are actually background graphics and can be used as 3D buildings, cutscenes, environments and level backgrounds.

referenced by bungie 2016 destiny JPEG available at http://teambeyond.net/locations-in-destiny/
GUI/HUD whys it good whys it effective
GUI

In god of war's User interface the player can check what Armour they have equipped nd look at the stats and manage the weapons abilities. The stats of the Armour is shown on the screen and there isn't any unnecessary information on the screen which is great because some game's UI such as division 2 is plagued by unnecessary information.
division 2 UI:

Plagued by a lot of stuff at the bottom but creates some relation between the game and the UI so it feels like it's part of the environment.

The HUD in god of war is really acute and compact yet has all the vital information on you can toggle the HUD on or off and normal or immersive obviously because if you play the game on ‘give me god of war’ the immersive HUD would basically contrast to the hard gameplay so you’ll be able to see kratos’ runic attacks when they’re off cool down, your health, your stamina etc. immersive mode makes the player ‘appreciate’ the gameplay more and to appreciate the beauty of the character models, environments and get the gameplay of the games awesome camera work. The immersive mode in depth allows you to dodge every attack, hit every parry, block at the right time, there is also the ability to customize the HUD which allows you to assign some HUD options to the PlayStation controller touchpad to take a brief look at the controls.
Unlike other game HUDS that show the health effects and damage on the player, kratos will have the ‘effect’ personalised onto him so for example if kratos is damaged by frost his skin will turn icy blue and icicles will appear over him, his movement will also be affected too making him slower for a duration of time. Also if you didn’t catch on kratos turning blue Atreus will also shout it out. Immersive mode is ideal for Sigrun an optional yet hardest boss on the game. I contrast this HUD to the game skyrim because skyrim has a combat system that doesn’t indicate where enemies are striking from, and just solemnly has a health, magicka and stamina bar and Bethesda chose to do this because they wanted the game to feel more real and not have the players screen plagued by UI’s and HUDS cashing onto their screen so they kept this minimal which has a good effect. The player can clearly see when their health is low as it pops up and an indication of the vibration of the controller comes up along with a throbbing effect on the screen mimicking the heartbeat. However the HUD also has effects where if kratos is cold Atreus can acknowledge that, kratos can obviously tell and so can the player
Find a 3D and a 2D game why its important for the game to be 3D/2D
concept art
what is is why it's there few examples pictures

This was one of the concept ideas I chose to evaluate because it’s so different to how kratos is actually portrayed in god of war the idea of the concept art was obviously for kratos to be in a ‘harsh’ winter the official creation and idea the developers had was they wanted god of war to be a harsh Nord Viking style of a game and wanted obviously kratos to be harsh, the attire he is wearing in the concept art would’ve conveyed the heaviness of the elemental surroundings around him, but they chose for kratos to be less clothed to imply that the elemental surroundings doesn’t affect him by getting cold, hot etc. They amplified kratos, and this concept art that I chose really shows how much they changed him with his axe, his attire and his overall appearance. The colour schemes are different because in the concept art there were cool tones used such as the winter outfit and in the actual game the outfit chosen is warmer tones from the red simply showing on more of his body and a more heavier armour set. It also showcases concept art on god of war and visual styles before the game was actually released most of the pictures on the website for concept art have actually changed from the actual game the website has a theme that matches some of the concept art
concept art is...

The concept art for hellheim is so much more difference aesthetic wise because this is a concept art design for midgard and it’s so much different in comparriosn to hellheim because midgards concept art is more vibrant and has a more outer realm feel and this feeling of being free whereas hellheims concept is so much more daunting and bold, it’s much more dense and looking at it gives a feeling of being in this confined little space whereas the midgard concept art offers more of a broad range of what they want midgard to look and feel like, there’s mountains, skies, animals, kratos and atreus, in depth complex architecture
Textures
Textures are basically images that are used in a 3D games and objects, textures will appear like this a bit warped and when they're put onto a model they appear 'normal' textures are basically images that are used in 2D and 3D and they're pixel values.
Texture examples in games would be for characters, I've included a character texture from kratos model in god of war 2 ghost of Sparta. These textures can be applied to various objects such as architecture, characters, props and the envieronment.
Sprites are basically computer graphics term for a two dimensional bitmap that becomes a larger scene.
Sprites in games can either be static images or an animated graphic.
Examples of sprites include objects in 2D video games icons that are part of an application
A sprite is also a type of stand alone computer graphic element and is also defined as a 2D image and/or animated image that has a role.
Sprites can also be known as a icon.
Here's a few examples of sprites.
Where are sprites used?
Most sprites are used in websites

Background graphics
Background graphics is a background that could show a floor plan of a floor so like laminate floor
Background graphics can be used for the background so for instance there's floor graphics and textures that are used in games for example the background as in destiny there are landscapes that are actually background graphics and can be used as 3D buildings, cutscenes, environments and level backgrounds.

referenced by bungie 2016 destiny JPEG available at http://teambeyond.net/locations-in-destiny/
GUI/HUD whys it good whys it effective
GUI

In god of war's User interface the player can check what Armour they have equipped nd look at the stats and manage the weapons abilities. The stats of the Armour is shown on the screen and there isn't any unnecessary information on the screen which is great because some game's UI such as division 2 is plagued by unnecessary information.
division 2 UI:

Plagued by a lot of stuff at the bottom but creates some relation between the game and the UI so it feels like it's part of the environment.

The HUD in god of war is really acute and compact yet has all the vital information on you can toggle the HUD on or off and normal or immersive obviously because if you play the game on ‘give me god of war’ the immersive HUD would basically contrast to the hard gameplay so you’ll be able to see kratos’ runic attacks when they’re off cool down, your health, your stamina etc. immersive mode makes the player ‘appreciate’ the gameplay more and to appreciate the beauty of the character models, environments and get the gameplay of the games awesome camera work. The immersive mode in depth allows you to dodge every attack, hit every parry, block at the right time, there is also the ability to customize the HUD which allows you to assign some HUD options to the PlayStation controller touchpad to take a brief look at the controls.
Unlike other game HUDS that show the health effects and damage on the player, kratos will have the ‘effect’ personalised onto him so for example if kratos is damaged by frost his skin will turn icy blue and icicles will appear over him, his movement will also be affected too making him slower for a duration of time. Also if you didn’t catch on kratos turning blue Atreus will also shout it out. Immersive mode is ideal for Sigrun an optional yet hardest boss on the game. I contrast this HUD to the game skyrim because skyrim has a combat system that doesn’t indicate where enemies are striking from, and just solemnly has a health, magicka and stamina bar and Bethesda chose to do this because they wanted the game to feel more real and not have the players screen plagued by UI’s and HUDS cashing onto their screen so they kept this minimal which has a good effect. The player can clearly see when their health is low as it pops up and an indication of the vibration of the controller comes up along with a throbbing effect on the screen mimicking the heartbeat. However the HUD also has effects where if kratos is cold Atreus can acknowledge that, kratos can obviously tell and so can the player
Find a 3D and a 2D game why its important for the game to be 3D/2D
The game setting of god of war is in a 3D
(three dimensional) perspective as the 3D aspects of the game give the player a
more immersive experience of being inside a cave or a building than 2D
experience have to offer not saying that 2D experiences aren’t great as the
game castlevania symphony of the night was an amazing 2D game that had such
immaculate detail for a background of a gothic manor detail was a huge deal in
that game and often when you were playing the game you would forget it was 2D
because the backgrounds would look like they were rendered in other dimensions
and had more layers added to them. That being said god of war being a 3D game
the graphics and gameplay is then so surreal as just from the basics of mist
covering the layers of his axe creating dimension to the embers floating in the
menu section of god of war to the elemental changes such as snow layering onto
kratos’ armour and when kratos is dead.
concept art
what is is why it's there few examples pictures

This was one of the concept ideas I chose to evaluate because it’s so different to how kratos is actually portrayed in god of war the idea of the concept art was obviously for kratos to be in a ‘harsh’ winter the official creation and idea the developers had was they wanted god of war to be a harsh Nord Viking style of a game and wanted obviously kratos to be harsh, the attire he is wearing in the concept art would’ve conveyed the heaviness of the elemental surroundings around him, but they chose for kratos to be less clothed to imply that the elemental surroundings doesn’t affect him by getting cold, hot etc. They amplified kratos, and this concept art that I chose really shows how much they changed him with his axe, his attire and his overall appearance. The colour schemes are different because in the concept art there were cool tones used such as the winter outfit and in the actual game the outfit chosen is warmer tones from the red simply showing on more of his body and a more heavier armour set. It also showcases concept art on god of war and visual styles before the game was actually released most of the pictures on the website for concept art have actually changed from the actual game the website has a theme that matches some of the concept art
concept art is...

The concept art for hellheim is so much more difference aesthetic wise because this is a concept art design for midgard and it’s so much different in comparriosn to hellheim because midgards concept art is more vibrant and has a more outer realm feel and this feeling of being free whereas hellheims concept is so much more daunting and bold, it’s much more dense and looking at it gives a feeling of being in this confined little space whereas the midgard concept art offers more of a broad range of what they want midgard to look and feel like, there’s mountains, skies, animals, kratos and atreus, in depth complex architecture
Textures
Textures are basically images that are used in a 3D games and objects, textures will appear like this a bit warped and when they're put onto a model they appear 'normal' textures are basically images that are used in 2D and 3D and they're pixel values.
Texture examples in games would be for characters, I've included a character texture from kratos model in god of war 2 ghost of Sparta. These textures can be applied to various objects such as architecture, characters, props and the envieronment.
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