Is it actually required to know a lot of math when doing graphic design, atleast when you get an education? I've been doing it for almost 2 years now and haven't really needed it that much, I just always hear people say that I need to be good at it if I want it to work, but I'm god awful at math.
Pic is a little 30min edit I made just for shits.
>>307535
Id imagine a decade ago it was important, and two decades ago essential. But now whatever your using can be automatically calculated. Still helpful to know basics though.
If you're obsessive with your layouts, yeah. And you should be obsessive about layout. But even then, it's mostly geometry, fractions and conversions. All of which can be done on a calculator. If you've got solid spacial reasoning skills, you should be fine even if you suck at math like I do.
No, 0% Math beyond the ability to use a calculator
whats math?
I used to do Doom levels in Doom Builder 2 and needed to know some high-school trigonometry to calculate angles of stuff.
>>308057
That is development, not design.
nowadays, level designers are not required to do that stuff, only programers working or building engines.
ALSO NONE OF THIS IS STRICTLY GRAPHIC, level design is suposed to be mostly topology and concepts of game design (example: chokepoints).
Enviromental design is graphic, modeling is graphic, texture design is graphic.
>>307535
Orlosk. why do i have to find this guy here
>>307535
no
You need to know basic math, fractions, percentages.
Just as important is a solid skillset in grammar and spelling.
Most of the time you don't even need to know how to DO the math yourself, just how to write the calculation. For example, want your canvas to be a 1:1.4 ratio just type one dimension (let's say width 16") then for your other dimension type 16*1.4 and hit enter.
I was working with a very strict grid system for a brand where they actually had formulas to calculate the margins and grids depending on the media size. I let InDesign do all the calculating that way.