I will take papers and put them away neatly. But more than likely there will be no sort of format or order. The closest to this I've ever gotten is when I'm handling my Yu-Gi-Oh! cards, much organization into different card types, different uses... etc.
So this is me off on a tangent.
Why?
I'm gonna cover a bit of background of me. Why? cause you deserve to know who is writing these words you read on your digital device. (Unless this gets printed, then on your refined wood)I am a Game Developing Student. I say "Game Developing" cause I've done a fair bit of programming and art.
I started off as a Game Artist, looking at designs and styles of characters, environments, GUI and various other things.
Doodles here, Photoshop there and a 3D model somewhere. However, during this I looked into programming, nothing too advanced as such, Actionscript. (the language used to make them flash games, which you waste your time on)
At best, what I learnt from Actionscript would be considered "basic programming jargon". Keywords and functionality used in almost all popular languages. So when I tried to get into a university to become a Game Artist, they turned me down and offered me the Game Designer course. It's not that I didn't want to become a Game Design. This change, this opportunity made me really think; I could become a programmer.
I love the workings of programming. The making of which can work to it's own accord and rules. Much like how our universe works. This makes it a brilliant tool for simulations and calculate everything to our desire.
Programming is very versatile, just depends on the programmer, the language and the system running the program. In fact, if coded and compiled efficiently, it can run on almost any system.
A wonderful example of programming is most obvious in games, creating soo many different genres and styles. Obviously, as an artist though, my main focus was the connection between programming and art.
This may sounds silly, as they aren't one in the same. But programming has a heavy effect on the visual representation in major media today. Obviously games, films and even the internet.
Most of this is a combination of both elements, however some games are pure programming. The visuals are generated either: before the game runtime or during runtime.
The designers, artists and modellers create the 3D models with textures and shapes. But the programming can change by treating it during game runtime is another story.
Let's say we take a model, add a black thick lines round the edge of the model. Then add a threshold to the shading of that model.
We have Cel-shading. Of course, I just described it in laments terms, skipping all those important steps where we ask the computer's hardware to work it's digital magic.
But it's implied.
I'm ending this irregular post, just cause I'm out of juices.
Hopefully, my next post will be proper. Check out related links.
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