The document discusses visual styles in video games including photorealism, exaggerated, cel shading, and abstract. It provides examples of games that exemplify each style and describes their key characteristics such as photorealism striving for realistic graphics while exaggerated styles feature heightened or stylized realities. The document also notes advances in technology have made games more realistic through detailed environments, objects and cutscenes mimicking cinema.
1. • world (terrain, architecture, objects)
• characters
• non-playing characters (NPC)
• feedback interface
• perspectives (2D, 3D, first-person, third-person, scrolling,
aerial, context-sensitive)
• full motion video (FMV)
2. P1 describe visual style used in game design with some
appropriate use of subject terminology
M1 explain visual style used in game design with reference
to detailed illustrative examples and with generally correct
use of subject terminology
D1 critically evaluate visual style used in game design with
supporting arguments and elucidated examples, and
consistently using subject terminology correctly
3. Evidence produced will describe both visual style and gameplay elements,
though for this grade the evidence will not be related through examples to
particular games. As a minimum, to achieve this grade learners must give
correct descriptions of a game world and characters, and must mention
aspects of gameplay covering goals, rewards and feedback.
When describing visual style a learner might note: ‘The graphics in this game
are not great: they’re simply still images of the mountain that you are climbing.
The reason for this is that it is probably cheaper to make and when the game
was made the technology at the time wasn’t the best.’
Or, when describing gameplay, ‘This game incorporates some of the strategy in
mountain climbing as you have to decide how many pots, ropes and tents you
want your mountaineers to carry up the mountain.’
4. Learners will refer to game examples, correctly identifying the use of visual
style and some game design principles.
A merit grade learner might note, ‘As Game X was released in 1995 we would
have expected graphics similar to that of Sony’s PlayStation, due to its release
of that year, but the graphics used are very pixelated and lack definition. The
visual style is represented in the first images we encounter which are those of
two statues, which appear to be set within a temple or monastery. These
images give the players a sense of realism, giving atmosphere to the Mount
Everest country of Tibet. Another aspect of these images is that the Tibetan
people are famous for being mountain dwellers and good climbers. So the
simple visual style using realistic ethnic images allows the players to
experience a more realistic game world environment.’
5. For this grade learners will evidence confidence and mastery of knowledge of
game principles, correctly relating visual style and gameplay through their use
of extended examples which are fully clarified.
A distinction grade learner might note, ‘The game’s graphics are derived from
pictures taken by (photographer name), who also was the designer and
programmer for the game; the images are raster graphics of low quality,
evident by the high level of pixel distortion in the games screens. The graphics
display: (1) the victory condition, being the summit of the mountain, with
lines and dots representing the routes available; (2) the various objective
points (known as ‘camps’) which the player is required to visit and establish a
camp at before continuing (in this manner the graphics are used to express
the victory condition); (3) the characters, represented by purple squares; and
(4) the map along with the boundaries in the form of the routes that may be
taken. The interface for the game is a point and click system with menus giving
the options available.’
6. There are 4 visual styles that video games
can be categorised into…
• Photorealism
• Exaggerated
• Cel shading
• Abstract
7. • Based on cameras and photographs
• Has a realistic feel
• Provides an interactive cinematic
experience
• Serious in tone
• Is the most demanding due to complex
modelling and textures
Game Examples:
• Call of Duty series (2003 - 2015)
• Watch Dogs (2014)
• Battlefield series (2002 - 2015)
• Max Payne series (2001 - 2012)
• Uncharted series (2007 – 2012)
8. • Based on photorealism
• But environments, characters and objects are
exaggerated beyond a believable reality
• Highly stylised realities
• Takes ideas from fantasy
Game Examples:
• Tekken series (1994 - 2014)
• Silent Hill (1999)
• Batman Arkham series (2009 - 2015)
• Devil May Cry (2001)
• Final Fantasy (1987 – 2014)
9. • Hand drawn/comic book style appearance
• Specifically not realistic
• More fun style
• Less shading, with block colours and strong
lines
• Popular with Eastern games styles, influenced
by manga and comics
Game Examples:
• Fur Fighters (2002)
• Dragon Ball Z series (2002 – 2011)
• The Legend of Zelda: The Wind Waker (2003)
• Shin Megami Tensei (2006)
• The Wolf Among Us (2013)
10. • Based on cameras and photographs
• Has a realistic feel
• Provides an interactive cinematic
experience
• Serious in tone
• Is the most demanding due to complex
modelling and textures
Game Examples:
• Rez (2001)
• Geometry Wars (2003)
• Prophour 23 (2014)
• Type:Rider (2013)
13. Historical Accuracy
Ability to attempt historical battle
scenarios such as the Siege of Sparta and
the Battle of Carrhae.
Realistic
architecture
and objects
16. We begin to accept the reality of the games we play as the cut scenes echo what we
see in the cinema. There is already an existing language which we are willing to accept.
This combined with advances in technology make games more realistic than ever.
MGS4 holds 2 world records for:
1.) Longest cut scene in a video game, at 27 minutes.
2.) Longest cut scene sequence in a video game, at 71 minutes (4 separate
scenes).
17. Full motion animation is now used not just in cut scenes but in
advertisements for games as well. This allows the developer to show off the
best quality graphics.
18. Select a game from each of the 4 visual styles. Using images
and video, explain the game world, specifically the terrain,
architecture and objects in it.
• How have they been created?
• What purpose do they serve?
• What can you interact with?
• Are they effective?
• What are the limitations?
P1 describe visual style used in game design with some appropriate use of subject terminology
M1 explain visual style used in game design with reference to detailed illustrative examples and
with generally correct use of subject terminology
D1 critically evaluate visual style used in game design with supporting arguments and elucidated
examples, and consistently using subject terminology correctly