Game 3D - Art Styles

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  • INTRODUCTION
  • VIDEO GAMES CAN NEVER BE ART - DISCUSSIONhttp://blogs.suntimes.com/ebert/2010/04/
  • VIDEO GAMES CAN NEVER BE ART - DISCUSSIONhttp://blogs.suntimes.com/ebert/2010/04/
  • ART STYLES AND MOVEMENTS:Share a specific common philosophy or goal. By changing the way artists paint, apply color, texture, perspective, or the way they see shapes and ideas, the artists establish a certain set of "rules“ and visual identity.Examples: Retro-futuristic art Art deco Abstract art Stylized art Film Noire And many, many more...
  • VIDEO GAMES CAN NEVER BE ART - DISCUSSIONhttp://blogs.suntimes.com/ebert/2010/04/
  • ART STYLES AND MOVEMENTS:Share a specific common philosophy or goal. By changing the way artists paint, apply color, texture, perspective, or the way they see shapes and ideas, the artists establish a certain set of "rules“ and visual identity.Examples: Retro-futuristic art Art deco Abstract art Stylized art Film Noire And many, many more...
  • ART STYLES AND MOVEMENTS:Share a specific common philosophy or goal. By changing the way artists paint, apply color, texture, perspective, or the way they see shapes and ideas, the artists establish a certain set of "rules“ and visual identity.Examples: Retro-futuristic art Art deco Abstract art Stylized art Film Noire And many, many more...
  • ENVIRONMENTAL DESIGN - BIOSHOCK
  • CREATING AN IDENTITY - BIOSHOCKChoosing fonts and logos
  • CREATING AN IDENTITY - BIOSHOCK
  • ART STYLES AND MOVEMENTS:Share a specific common philosophy or goal. By changing the way artists paint, apply color, texture, perspective, or the way they see shapes and ideas, the artists establish a certain set of "rules“ and visual identity.Examples: Retro-futuristic art Art deco Abstract art Stylized art Film Noire And many, many more...
  • ART STYLES AND MOVEMENTS:Share a specific common philosophy or goal. By changing the way artists paint, apply color, texture, perspective, or the way they see shapes and ideas, the artists establish a certain set of "rules“ and visual identity.Examples: Retro-futuristic art Art deco Abstract art Stylized art Film Noire And many, many more...
  • INTERFACE DESIGN – FALLOUT 3Higher level of immersion
  • VIDEO – FALLOUT NEW VEGAS
  • GAME ART STYLES:Ways of expressing a game's identity and it's core idea into all visual aspects of a game: Intro (EA's introductions example) Interface / title screen Environments CharactersAside the visual aspects it also serves for: Storytelling amplification Assisting game-play elementsUltimately: Setting the tone and world where the player is placed Targeting a (specific) audience Distinguishing itself from other games/competitors.
  • STANDING OUT FROM COMPETITION – ‘MIRROR’S EDGE’ Special color palette integratedintoits design and game-playelements (designedforitsfastpace) Clean look Big Brother feeling / Dystopia (police state)
  • ART STYLES – FILM NOIRE High contrasts in black and whitePlayers’ focus and attentiondirectedbylightSilhouetterecognition
  • ASSISTING GAMEPLAY ELEMENTS - LIMBOStyle integrated with game-play (weird parasite on head) Not always apparent what’s part of the background or the game -> surprises
  • GAME ART STYLES:Aside the visual aspects it also serves for: Storytelling amplification Assisting game-play elementsUltimately: Setting the tone and world where the player is placed Targeting a (specific) audience Distinguishing itself from other games/competitors
  • REFRESHING A FRANCHISE – PRINCE OF PERSIA Illustrative / concept art style Large environments captivating the players
  • REFRESHING A FRANCHISE – PRINCE OF PERSIA Illustrative / concept art style Cell shading Enhancing the story and fantasy world Large environments captivating the players
  • DISTINGUISHING FROM COMPETITION – BORDERLANDS Last minute changes to the game’s art direction Contributing for a large part to its success Emphasizing the fun players should have
  • REFRESHING A FRANCHISE – TEAM FORTRESS 2 Cartoon look & feel = funSpecial color palette to distinguish teams Exaggerated attributes to characters
  • DESIGN ELEMENTS – TEAM FORTRESS 2 Funny cardboard cut-outs, visualizing the classic spy façade, emphasizing the exaggerated fun players should be having.
  • GAME ART STYLES:Aside the visual aspects it also serves for: Storytelling amplification Assisting game-play elementsUltimately: Setting the tone and world where the player is placed Targeting a (specific) audience Distinguishing itself from other games/competitors
  • TARGETING SPECIFIC AUDIENCES – BATTLEFIELD 3Desaturated color palette First Person point of view ‘Hardcore gamer’
  • TARGETING SPECIFIC AUDIENCES – BATTLEFIELD 3 Sepia color palette High fidelity modeling Main focus = story Emotion
  • TARGETING SPECIFIC AUDIENCES - FARMVILLE Cartoon styleforsocial games -> LargeraudienceIsometric point of view Pixel art
  • TARGETING SPECIFIC AUDIENCES - MINECRAFTPixel art combinedwith a First Person point of view and 3D environment
  • VIDEO – ASSASSIN’S CREEDCombining art styles
  • VIDEO – 8BITsTribute to classic games
  • VIDEO – ASSASSIN’S CREEDCombining art styles
  • Game 3D - Art Styles

    1. 1. http://blogs.suntimes.com/ebert/2010/04/
    2. 2. ART STYLES AND MOVEMENTSShare a specific common philosophy orgoal.By changing the way artists paint, applycolor, texture, perspective, or the waythey see shapes and ideas, the artistsestablish a certain set of ‘rules’ and visualidentity.
    3. 3. A SHORT HISTORY…http://americanart.si.edu/exhibitions/archive/2012/games
    4. 4. EXAMPLES OF ART MOVEMENTSRenaissance Art Nouveau Cubism
    5. 5. EXAMPLE 1 ‘Art Deco’
    6. 6. ‘BIOSHOCK’
    7. 7. EXAMPLE 2 ‘Retro Futuristic’
    8. 8. ‘FALLOUT SERIES’
    9. 9. VIDEO ‘Art & Style’
    10. 10. GAME ART STYLES: Ways of expressing a games identity and its core idea into ALL visual aspects of a game: • Startup & loading screens (think of EA logos) • Interface • Environments • Characters Are important to STAND OUT from the rest
    11. 11. Standing out from competition VIDEO ‘Mirror’s Edge’
    12. 12. EXAMPLE 3 ‘Film Noire’
    13. 13. Game-play element‘LIMBO’
    14. 14. GAME ART STYLES: Aside the visual aspects it also serves for: • Assisting game-play elements • Storytelling amplification
    15. 15. EXAMPLE 4 ‘Illustrative’
    16. 16. ‘Prince of Persia’
    17. 17. ‘Borderlands’
    18. 18. ‘Team Fortress 2’
    19. 19. DESIGN ELEMENTS ‘Team Fortress 2’
    20. 20. GAME ART STYLES: Aside the visual aspects it also serves for: • Assisting game-play elements • Storytelling amplification Ultimately setting the tone and world where the player is placed and targeting a (specific) audience, thus distinguishing itself from other games/competitors.
    21. 21. EXAMPLE 5 ‘Realism – Military shooter’‘Battlefield 3’
    22. 22. EXAMPLE 6 ‘Realism – Movie-like’‘Heavy Rain’
    23. 23. EXAMPLE 7 ‘Casual / Social’‘FarmVille’
    24. 24. EXAMPLE 8 ‘Retro / Pixel style’‘Minecraft’
    25. 25. VIDEOVIDEO - ‘ASSASSIN’S CREED’
    26. 26. VIDEO - ‘8BITs’
    27. 27. ASSIGNMENT FOR NEXT WEEK  Pick a favorite game or your game concept for the project and analyze its art style (1 A4 excl. images, font size 11) 1. Pick a game / Use your concept for the project 2. Give a short description of the game or concept 3. Describe the art style(s) used 4. Name the various aspects where the art style influences or enhances them (use screenshots!) 5. Describe how the above influences the gamer’s experience and how it appeals to you 6. What would you have done differently?

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