2. Photorealism
• Photorealism is where images or games created by using a computer look so realistic in comparison to the
real world that the image almost looks photographic. Games such as Fifa, halo and crisis feature
photorealism in their work to create a more realistic world for the gamer to enter into. Images shown here
of halo 4 and Crysis 3 show photorealism to make the games looks more photographic than computer
generated. Game industry will use this effect to sometimes capture the true emotion of the characters and
is the only way known to do this.
3. Cel-shading
• Cel shading is a technique used in gaming to make the game created to be more hand drawn this is
almost the opposite to the use of photorealism as they use this technique to also make the game look
more like a comic book or cartoon.
• The Cel-shading process starts with a typical 3D model. Where Cel-shading differs from conventional
rendering is in its use of non-photorealistic lighting. Conventional (smooth) lighting values are calculated
for each pixel and then mapped to a small number of discrete shades to create the characteristic flat look
– where the shadows and highlights appear more like blocks of colour rather than mixed in a smooth way.
4. Abstraction
To abstract something is to simplify it, reducing it to a few essentials and basic forms instead of trying to
reproduce it. Representation, which seeks to create resemblances and reproduce something, is the polar
opposite of abstraction (and is sometimes conflated with realism). Most artwork falls in the spectrum between
the two extremes, since even very representational artwork usually falls short of fully reproducing its subject.
5. Exaggeration
• Several video games elicit childlike and playful experiences that involve exaggerated movements and expressions.
Various exaggerated features such as character movements, expressions and actions, provide viewers and players
senses of comedy, possibility and nostalgia. These exaggerations reflect elements of expressionism, theatre acting
and animation and are readapted into the game culture, which exemplify Sergei Eisenstein ‘s notion of
Plasmaticness, the freedom to assume any form; freedom from ossification.
• Video games such as Wario Ware and Rayman Raving Rabbids exemplify cute caricatures with exaggerated
expressions and actions and engage players’ participation and movements. For example, the rabbits in Rayman
Raving Rabbids all posses abnormally large mouths with two big front teeth and also exhibit childlike expressions
of naivety and mischievousness. When the player character is in direct or indirect physical contact with the
rabbits, they scream in an adorable way that produces giggles and laughter in users and viewers. These sound
effects and movements encourage players to continue their actions that induce these sounds. Not only the
expressions, but also the actions that are asked of the players to act on the characters are also exaggerated. In
Wario Ware, for example, players are often asked to do some exaggerated movements to get the characters on
the screen to do the same movements: whether it is the speed with which someone run or dramatic waves that
fan the monster away. These movements create a sense of limitlessness in which everything seems to be possible.
Every little action counts.