Unity 3D Game Art Principles Flashcards

1
Q

Why are bones placed in a hierarchy?

A

So that a moving joint will affect all the child bones within its hierarchy.

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2
Q

Why do we use bones in animation?

A

To allow us to deform meshes around a skeleton.

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3
Q

Where do you click to edit the pose of a character?

A

“Animator” Component > Avatar Object > The revealed file > “Configure Avatar”

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4
Q

How do you import the Characters Unity Package?

A

“Assets” menu > “Import Package” > “Characters”

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5
Q

In which situation would you add multiple materials to a single mesh?

A

To give different parts of the mesh a different material.

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6
Q

What does it mean for a game to be CPU bound?

A

The CPU takes longer to process a frame than the GPU does.

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7
Q

Match the following techniques to their corresponding rule of thumb. 1. Polygon Count 2. Few Materials 3. Few Bones 4. Single “Skinned Mesh Renderer” A. Mobile: 300-1500, Desktop: 1500-4000 B. Mobile: 15-30, Desktop: 15-60 C. No more than 1 per skeleton D. No more than 2 per mesh

A

1A, 2D, 3B, 4C

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8
Q

You notice that your Game is GPU bound, which of the following optimisations should you consider first?

A

Reducing the polygon count.

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9
Q

How can you ensure a consistent mood in a team with many artists?

A

Have an art director approve all concept art.

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10
Q

Why might we limit the number of colours we using in a game?

A

To introduce less visual noise for the player.

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11
Q

Match the moods with the best techniques you can use in a game to achieve them. 1. Cartoony 2. Grungy 3. Gloomy 4. Dreamy A. Flat shaded materials B. Light bloom effects C. Low saturation colours D. Dark fog

A

1A, 2C, 3D, 4B

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12
Q

When choosing a colour palette, if we are going to vary the brightness of the colour, we should…

A

Keep hue and saturation constant.

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13
Q

Where would we use complementary colour?

A

To pick out elements that need to stand out

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