SlideShare a Scribd company logo
• 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)
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
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.’
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.’
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.’
There are 4 visual styles that video games
can be categorised into…
• Photorealism
• Exaggerated
• Cel shading
• Abstract
• 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)
• 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)
• 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)
• 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)
Photorealism
Microsoft Flight
(Microsoft Studios, 2012)
terrain
objects
architecture
Microsoft Flight
(Microsoft Studios, 2012)
controls
environment
Photorealism
Historical Accuracy
Ability to attempt historical battle
scenarios such as the Siege of Sparta and
the Battle of Carrhae.
Realistic
architecture
and objects
Geographical Recreation
Watch Dogs
Seattle
MLB The Show 14
PNC Park, Pittsburgh
Geographical Recreation
The game replicates an
area of central London 16
square kilometres (10
square miles) in size.
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).
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.
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

More Related Content

What's hot

10 page pitch for game design
10 page pitch for game design10 page pitch for game design
10 page pitch for game design
Tom Carter
 
Shot sizes/ Camera angles/ Camera movement
Shot sizes/ Camera angles/ Camera movementShot sizes/ Camera angles/ Camera movement
Shot sizes/ Camera angles/ Camera movement
sabah27
 
Formatos y Relaciones de aspecto
Formatos y Relaciones de aspectoFormatos y Relaciones de aspecto
Formatos y Relaciones de aspecto
AnaLucía Jiménez
 

What's hot (20)

3D Games
3D Games3D Games
3D Games
 
Colour schemes in films
Colour schemes in filmsColour schemes in films
Colour schemes in films
 
LAFS Game Mechanics - Social Mechanics
LAFS Game Mechanics - Social MechanicsLAFS Game Mechanics - Social Mechanics
LAFS Game Mechanics - Social Mechanics
 
10 page pitch for game design
10 page pitch for game design10 page pitch for game design
10 page pitch for game design
 
Still life photography
Still life photography Still life photography
Still life photography
 
Game Design Document - Step by Step Guide
Game Design Document - Step by Step GuideGame Design Document - Step by Step Guide
Game Design Document - Step by Step Guide
 
Cartoon animation
Cartoon animationCartoon animation
Cartoon animation
 
Shot sizes/ Camera angles/ Camera movement
Shot sizes/ Camera angles/ Camera movementShot sizes/ Camera angles/ Camera movement
Shot sizes/ Camera angles/ Camera movement
 
Formatos y Relaciones de aspecto
Formatos y Relaciones de aspectoFormatos y Relaciones de aspecto
Formatos y Relaciones de aspecto
 
Game development pipeline
Game development pipelineGame development pipeline
Game development pipeline
 
Tonal Range
 Tonal Range Tonal Range
Tonal Range
 
Character Design
Character DesignCharacter Design
Character Design
 
Mise en scene 14.10.14
Mise en scene 14.10.14Mise en scene 14.10.14
Mise en scene 14.10.14
 
04.narrative structure in films
04.narrative structure in films04.narrative structure in films
04.narrative structure in films
 
Framing in Photography
Framing in PhotographyFraming in Photography
Framing in Photography
 
Game design@itp v3
Game design@itp v3Game design@itp v3
Game design@itp v3
 
Principles of Animation
Principles of AnimationPrinciples of Animation
Principles of Animation
 
Game Design Process
Game Design ProcessGame Design Process
Game Design Process
 
Composition in film
Composition in filmComposition in film
Composition in film
 
Game 3D - Art Styles
Game 3D - Art StylesGame 3D - Art Styles
Game 3D - Art Styles
 

Viewers also liked

Computer Games Development & Design
Computer Games Development & DesignComputer Games Development & Design
Computer Games Development & Design
Jo Battisson
 
Sichuan Earthquake
Sichuan EarthquakeSichuan Earthquake
Sichuan Earthquake
23112
 
Film style's
Film style'sFilm style's
Film style's
Catringc
 
Event oriented programming
Event oriented programmingEvent oriented programming
Event oriented programming
Ashwini Awatare
 
Artistic Styles used in Computer Games
Artistic Styles used in Computer GamesArtistic Styles used in Computer Games
Artistic Styles used in Computer Games
WildOakForrest
 
تكنولوجيا العرض1
تكنولوجيا العرض1تكنولوجيا العرض1
تكنولوجيا العرض1
Ghaida Alayyar
 

Viewers also liked (20)

Film Styles
Film StylesFilm Styles
Film Styles
 
Visual Styles - Character
Visual Styles - CharacterVisual Styles - Character
Visual Styles - Character
 
Visual style
Visual styleVisual style
Visual style
 
Gameplay
GameplayGameplay
Gameplay
 
Classical hollywood cinema
Classical hollywood cinemaClassical hollywood cinema
Classical hollywood cinema
 
Guide to creation of game concept document
Guide to creation of game concept documentGuide to creation of game concept document
Guide to creation of game concept document
 
Visual Styles - Perspectives
Visual Styles - PerspectivesVisual Styles - Perspectives
Visual Styles - Perspectives
 
Learning Styles & Videogames
Learning Styles & VideogamesLearning Styles & Videogames
Learning Styles & Videogames
 
Film Noir By Ashlee
Film Noir By AshleeFilm Noir By Ashlee
Film Noir By Ashlee
 
Chapter 5 dimensioning in auto cad 2010
Chapter 5   dimensioning in auto cad 2010Chapter 5   dimensioning in auto cad 2010
Chapter 5 dimensioning in auto cad 2010
 
Computer Games Development & Design
Computer Games Development & DesignComputer Games Development & Design
Computer Games Development & Design
 
Sichuan Earthquake
Sichuan EarthquakeSichuan Earthquake
Sichuan Earthquake
 
Film style's
Film style'sFilm style's
Film style's
 
Press 2013
Press 2013Press 2013
Press 2013
 
Session 2 Film Basic Visual Units: Film Appreciation Course (Hum 3)
Session 2 Film Basic Visual Units: Film Appreciation Course (Hum 3)Session 2 Film Basic Visual Units: Film Appreciation Course (Hum 3)
Session 2 Film Basic Visual Units: Film Appreciation Course (Hum 3)
 
Event oriented programming
Event oriented programmingEvent oriented programming
Event oriented programming
 
Presentation senaru
Presentation senaruPresentation senaru
Presentation senaru
 
Artistic Styles used in Computer Games
Artistic Styles used in Computer GamesArtistic Styles used in Computer Games
Artistic Styles used in Computer Games
 
تكنولوجيا العرض1
تكنولوجيا العرض1تكنولوجيا العرض1
تكنولوجيا العرض1
 
Types of characters
Types of charactersTypes of characters
Types of characters
 

Similar to Visual Styles

Tasks 1, 2 and 3 (User Interface, Assets List, and my MoSCow)
Tasks 1, 2 and 3 (User Interface, Assets List, and my MoSCow)Tasks 1, 2 and 3 (User Interface, Assets List, and my MoSCow)
Tasks 1, 2 and 3 (User Interface, Assets List, and my MoSCow)
07Shayman
 
Unit 13 graphic style by fateha begum
Unit 13  graphic style by fateha begumUnit 13  graphic style by fateha begum
Unit 13 graphic style by fateha begum
haverstockmedia
 
Game Review #5 - The Visuals of Pokémon X and Y
Game Review #5 - The Visuals of Pokémon X and YGame Review #5 - The Visuals of Pokémon X and Y
Game Review #5 - The Visuals of Pokémon X and Y
Joseph Thurmond
 
Digital graphics (urtak)
Digital graphics (urtak)Digital graphics (urtak)
Digital graphics (urtak)
francocolumbu
 
Unit 1 activity 3 game research
Unit 1 activity 3 game researchUnit 1 activity 3 game research
Unit 1 activity 3 game research
haverstockmedia
 
Games design notes
Games design notesGames design notes
Games design notes
amme77
 

Similar to Visual Styles (20)

3. research
3. research3. research
3. research
 
Game design true nature
Game design true natureGame design true nature
Game design true nature
 
1. case study
1. case study1. case study
1. case study
 
2. research (interactive)(1)
2. research (interactive)(1)2. research (interactive)(1)
2. research (interactive)(1)
 
Graphical style
Graphical styleGraphical style
Graphical style
 
Tasks 1, 2 and 3 (User Interface, Assets List, and my MoSCow)
Tasks 1, 2 and 3 (User Interface, Assets List, and my MoSCow)Tasks 1, 2 and 3 (User Interface, Assets List, and my MoSCow)
Tasks 1, 2 and 3 (User Interface, Assets List, and my MoSCow)
 
3. research
3. research3. research
3. research
 
Video game evaluation
Video game evaluationVideo game evaluation
Video game evaluation
 
Case Study
Case StudyCase Study
Case Study
 
Unit 13 graphic style by fateha begum
Unit 13  graphic style by fateha begumUnit 13  graphic style by fateha begum
Unit 13 graphic style by fateha begum
 
Art for video games
Art for video gamesArt for video games
Art for video games
 
Game Review #5 - The Visuals of Pokémon X and Y
Game Review #5 - The Visuals of Pokémon X and YGame Review #5 - The Visuals of Pokémon X and Y
Game Review #5 - The Visuals of Pokémon X and Y
 
Digital graphics (urtak)
Digital graphics (urtak)Digital graphics (urtak)
Digital graphics (urtak)
 
3. research
3. research 3. research
3. research
 
Unit 1 activity 3 game research
Unit 1 activity 3 game researchUnit 1 activity 3 game research
Unit 1 activity 3 game research
 
3. research
3. research3. research
3. research
 
Games design notes
Games design notesGames design notes
Games design notes
 
Final major project proposal form
Final major project proposal form Final major project proposal form
Final major project proposal form
 
Research
Research Research
Research
 
Research
ResearchResearch
Research
 

More from Victory Media

More from Victory Media (20)

Lenses: Focal Length and Depth of Field
Lenses: Focal Length and Depth of FieldLenses: Focal Length and Depth of Field
Lenses: Focal Length and Depth of Field
 
Intertextuality
IntertextualityIntertextuality
Intertextuality
 
Star Construction
Star ConstructionStar Construction
Star Construction
 
Music Video - Genre
Music Video  - GenreMusic Video  - Genre
Music Video - Genre
 
Similar Games Research
Similar Games ResearchSimilar Games Research
Similar Games Research
 
Genres in Gaming
Genres in GamingGenres in Gaming
Genres in Gaming
 
Research Task
Research TaskResearch Task
Research Task
 
Targeting of national and local audiences
Targeting of national and local audiencesTargeting of national and local audiences
Targeting of national and local audiences
 
Technology - Convergence
Technology - ConvergenceTechnology - Convergence
Technology - Convergence
 
Technology - proliferation of hardware and content
Technology - proliferation of hardware and contentTechnology - proliferation of hardware and content
Technology - proliferation of hardware and content
 
New Technologies
New TechnologiesNew Technologies
New Technologies
 
Working Title Case Study
Working Title Case StudyWorking Title Case Study
Working Title Case Study
 
Distribution & Exhibition
Distribution & ExhibitionDistribution & Exhibition
Distribution & Exhibition
 
Visual Styles - User Interface
Visual Styles - User InterfaceVisual Styles - User Interface
Visual Styles - User Interface
 
Ratings and Audience
Ratings and AudienceRatings and Audience
Ratings and Audience
 
Audience Profiling
Audience ProfilingAudience Profiling
Audience Profiling
 
Ethical issues in the Games industry
Ethical issues in the Games industryEthical issues in the Games industry
Ethical issues in the Games industry
 
The Game Industry - contractual, legal & ethical
The Game Industry - contractual, legal & ethicalThe Game Industry - contractual, legal & ethical
The Game Industry - contractual, legal & ethical
 
Film Language - sound editing and mixing
Film Language - sound editing and mixingFilm Language - sound editing and mixing
Film Language - sound editing and mixing
 
The Game Industry - Financial Aspects
The Game Industry - Financial AspectsThe Game Industry - Financial Aspects
The Game Industry - Financial Aspects
 

Recently uploaded

Industrial Training Report- AKTU Industrial Training Report
Industrial Training Report- AKTU Industrial Training ReportIndustrial Training Report- AKTU Industrial Training Report
Industrial Training Report- AKTU Industrial Training Report
Avinash Rai
 

Recently uploaded (20)

2024_Student Session 2_ Set Plan Preparation.pptx
2024_Student Session 2_ Set Plan Preparation.pptx2024_Student Session 2_ Set Plan Preparation.pptx
2024_Student Session 2_ Set Plan Preparation.pptx
 
Open Educational Resources Primer PowerPoint
Open Educational Resources Primer PowerPointOpen Educational Resources Primer PowerPoint
Open Educational Resources Primer PowerPoint
 
UNIT – IV_PCI Complaints: Complaints and evaluation of complaints, Handling o...
UNIT – IV_PCI Complaints: Complaints and evaluation of complaints, Handling o...UNIT – IV_PCI Complaints: Complaints and evaluation of complaints, Handling o...
UNIT – IV_PCI Complaints: Complaints and evaluation of complaints, Handling o...
 
slides CapTechTalks Webinar May 2024 Alexander Perry.pptx
slides CapTechTalks Webinar May 2024 Alexander Perry.pptxslides CapTechTalks Webinar May 2024 Alexander Perry.pptx
slides CapTechTalks Webinar May 2024 Alexander Perry.pptx
 
Basic phrases for greeting and assisting costumers
Basic phrases for greeting and assisting costumersBasic phrases for greeting and assisting costumers
Basic phrases for greeting and assisting costumers
 
Matatag-Curriculum and the 21st Century Skills Presentation.pptx
Matatag-Curriculum and the 21st Century Skills Presentation.pptxMatatag-Curriculum and the 21st Century Skills Presentation.pptx
Matatag-Curriculum and the 21st Century Skills Presentation.pptx
 
50 ĐỀ LUYỆN THI IOE LỚP 9 - NĂM HỌC 2022-2023 (CÓ LINK HÌNH, FILE AUDIO VÀ ĐÁ...
50 ĐỀ LUYỆN THI IOE LỚP 9 - NĂM HỌC 2022-2023 (CÓ LINK HÌNH, FILE AUDIO VÀ ĐÁ...50 ĐỀ LUYỆN THI IOE LỚP 9 - NĂM HỌC 2022-2023 (CÓ LINK HÌNH, FILE AUDIO VÀ ĐÁ...
50 ĐỀ LUYỆN THI IOE LỚP 9 - NĂM HỌC 2022-2023 (CÓ LINK HÌNH, FILE AUDIO VÀ ĐÁ...
 
Pragya Champions Chalice 2024 Prelims & Finals Q/A set, General Quiz
Pragya Champions Chalice 2024 Prelims & Finals Q/A set, General QuizPragya Champions Chalice 2024 Prelims & Finals Q/A set, General Quiz
Pragya Champions Chalice 2024 Prelims & Finals Q/A set, General Quiz
 
B.ed spl. HI pdusu exam paper-2023-24.pdf
B.ed spl. HI pdusu exam paper-2023-24.pdfB.ed spl. HI pdusu exam paper-2023-24.pdf
B.ed spl. HI pdusu exam paper-2023-24.pdf
 
Instructions for Submissions thorugh G- Classroom.pptx
Instructions for Submissions thorugh G- Classroom.pptxInstructions for Submissions thorugh G- Classroom.pptx
Instructions for Submissions thorugh G- Classroom.pptx
 
Phrasal Verbs.XXXXXXXXXXXXXXXXXXXXXXXXXX
Phrasal Verbs.XXXXXXXXXXXXXXXXXXXXXXXXXXPhrasal Verbs.XXXXXXXXXXXXXXXXXXXXXXXXXX
Phrasal Verbs.XXXXXXXXXXXXXXXXXXXXXXXXXX
 
How to the fix Attribute Error in odoo 17
How to the fix Attribute Error in odoo 17How to the fix Attribute Error in odoo 17
How to the fix Attribute Error in odoo 17
 
Sectors of the Indian Economy - Class 10 Study Notes pdf
Sectors of the Indian Economy - Class 10 Study Notes pdfSectors of the Indian Economy - Class 10 Study Notes pdf
Sectors of the Indian Economy - Class 10 Study Notes pdf
 
The Art Pastor's Guide to Sabbath | Steve Thomason
The Art Pastor's Guide to Sabbath | Steve ThomasonThe Art Pastor's Guide to Sabbath | Steve Thomason
The Art Pastor's Guide to Sabbath | Steve Thomason
 
Sha'Carri Richardson Presentation 202345
Sha'Carri Richardson Presentation 202345Sha'Carri Richardson Presentation 202345
Sha'Carri Richardson Presentation 202345
 
[GDSC YCCE] Build with AI Online Presentation
[GDSC YCCE] Build with AI Online Presentation[GDSC YCCE] Build with AI Online Presentation
[GDSC YCCE] Build with AI Online Presentation
 
Industrial Training Report- AKTU Industrial Training Report
Industrial Training Report- AKTU Industrial Training ReportIndustrial Training Report- AKTU Industrial Training Report
Industrial Training Report- AKTU Industrial Training Report
 
INU_CAPSTONEDESIGN_비밀번호486_업로드용 발표자료.pdf
INU_CAPSTONEDESIGN_비밀번호486_업로드용 발표자료.pdfINU_CAPSTONEDESIGN_비밀번호486_업로드용 발표자료.pdf
INU_CAPSTONEDESIGN_비밀번호486_업로드용 발표자료.pdf
 
The Benefits and Challenges of Open Educational Resources
The Benefits and Challenges of Open Educational ResourcesThe Benefits and Challenges of Open Educational Resources
The Benefits and Challenges of Open Educational Resources
 
Introduction to Quality Improvement Essentials
Introduction to Quality Improvement EssentialsIntroduction to Quality Improvement Essentials
Introduction to Quality Improvement Essentials
 

Visual Styles

  • 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)
  • 11. Photorealism Microsoft Flight (Microsoft Studios, 2012) terrain objects architecture
  • 12. Microsoft Flight (Microsoft Studios, 2012) controls environment Photorealism
  • 13. Historical Accuracy Ability to attempt historical battle scenarios such as the Siege of Sparta and the Battle of Carrhae. Realistic architecture and objects
  • 14. Geographical Recreation Watch Dogs Seattle MLB The Show 14 PNC Park, Pittsburgh
  • 15. Geographical Recreation The game replicates an area of central London 16 square kilometres (10 square miles) in size.
  • 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