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Artistic styles
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.
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.
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.
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.

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Artistic styles

  • 1. Artistic styles 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. 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
  • 2. characteristic flat look – where the shadows and highlights appear more like blocks of colour rather than mixed in a smooth way. 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. 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
  • 3. limitlessness in which everything seems to be possible. Every little action counts.