The document discusses various art styles and movements that are used in video games. It provides examples of different art styles such as Art Deco, Retro Futuristic, Film Noire, Illustrative, Realism, and Retro/Pixel style. Game art styles are important as they help set the tone and world of the game, assist gameplay elements, amplify the storytelling, and help games stand out from their competition by expressing the game's identity through visual and other design aspects. Effective use of art style can influence and enhance various parts of the game to appeal to audiences.
4. 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.
15. GAME ART STYLES:
Ways of expressing a game's 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
25. 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.
32. 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?
Editor's Notes
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