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View Questions 1. What is the difference between a tiled texture and a bespoke texture? What would be an example of a use for each texture?
2. Describe the process by which the extremely detailed models created in a sculpting tool are translated into something usable in a real game.
3. What is the main advantage of working with vector graphics instead of bitmaps, and how is that advantage achieved (in technology terms)?
4. Why is using multiple “layers” in a 2D art application less “destructive” than painting, pixel by pixel, in one layer?
5. What is the basic process by which a texture is applied to a 3D model of, say, a character?
Critical Thinking Questions
1. Choose a game in which something about the art style or motif reflects a culture from a different geopolitical region than the one in which the game was developed. Name both the developer’s culture (to the best of your knowledge) and the culture of the thing being referenced. In the global market, what would be some of the advantages and concerns of referencing cultural artifacts from outside your own culture?
2. Rate the following games from LEAST to MOST abstract: Modern Warfare, Pac-Man, Asteroid. Explain how you came up with your ranking.
3. Choose a 3D game and discuss the textures used in the game levels. Classify at least three textures as tiled or bespoke and explain what led you to your conclusions.
4. Think of a 2D game you enjoyed recently. Did it use vector graphics or bitmap graphics? How do you think the developers made their decision between which style to use—beyond the consideration of scalability?
5. Consider all of the visuals you see in a typical game. What artistic task was NOT described in the unit—something some artist had to design and implement but which wasn’t listed as a specific role or career option. Which kind of artist do you think performs that design task?

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