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:@* visual design -- guidelines
:@+ perspective(s)
:@ track(s) -- perspective
/// track(s) -- perspective
- styling -- concept and presentation
- digital content -- material, animation
- tech track -- special effects
:@ process
/// process
- spectrum -- sketch ... finalize
- ignore/exploit -- the rethorics of the material
:@ cognitive modes
/// cognitive modes
- reflect -- sketch
- experience -- finalize
:@+ deliverable(s)
:@ products
/// products
- web site -- e.g. conference, campain (browse)
- 2D/3D animation -- promotion/ad (temporal sequence)
- virtual space -- game/infotainment (navigate)
- ebook -- story (sequential experience)
:@ portfolio -- design as a product
/// portfolio -- design as a product
- concept(s)
- sketches & explorations
- finalized products
- evaluation & reflection
:@ themes and variations
/// themes and variations
- design a house style for ...
- non-linear visual storytelling
- game design -- style, content and effects
:@ game design
/// game design
- style -- develop concept, plot and visual assets
for a game of choice
- content -- develop environments, models and animations
for a game of choice
- effects -- develop models, textures and special effects (shaders)
for a game of choice
:@+ exercise(s)
:@ assignments -- basic exercises
/// assignments -- basic exercises
- text-only logo -- 3D text
- story plot -- with sketches
- visual workshop -- experiment with graphic features
:@ templates
/// templates
- portfolio page
- visual labs
- tech lab
:@+ regulation(s)
:@ rules
/// rules
- be present -- 2 omissions max.
- be in time -- hard deadlines
- be online -- have your portfolio available
- be creative -- don't steal without a reason
- be smart -- there is no 2nd chance
:@ remarks
:@ final remarks
:@+ reflection(s)
:@ essay topics
/// essay topics
- 2D vs 3D aesthetics
- animation -- stills, sequences and stories
- elements of style -- diversity and confluence