Unit 78 Digital graphics for computer games:

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1 Unit 78 Digital graphics for computer games: Artistic styles Abstract: Abstract art in computer games can be the weird, wacky and non sense art styles that contain concepts that look like they don t, and never possible could, exist. Developers creating abstract art tend to use geometrical figures and a bold colour scheme. The simplicity of using shapes to decorate a game enables developers to easily put across a message that could be intended to keep a player calm and relaxed (like in Thomas was Alone, and flow) or to keep their mind focused in what is going on (like in Super Hexagon). It also means that much smaller companies don t need to worry about creating high detail game sprites by choosing this art style, as it s simple design makes it simple to create. Small developers can then focus more on the game s gameplay. Abstract art could also have the effect of masking characters identities, meaning that the events in the story (If the game has a story) could be taken in a way that it could happen to anyone, regardless of their physical appearance. In Thomas was Alone the events of the story can be taken in a variety of different ways, one of these ways being the growth of a child throughout childhood; by meeting new people and challenges. The fact that the characters are simply shapes helps the idea that this could happen to anyone. The advantage from this of course is that it can make a game seem more in depth than it seems to the player at first glimpse. Making a game seem deeper than it initially seemed can help keep a player engaged in a game, even though it has such a simple style to it. Abstract art, as mentioned briefly before, can help keep a player focused with it s simplicity. the fact it is so simple it can keep a player focused on the actual gameplay as opposed to the aesthetics, and at times can even aid a player in their focus. A game like super hexagon does this to an excellent standard. Super Hexagon is a fast paced game that requires a player s focus all of the time due to how fast the game actually is. In a game where even the slightest distraction can ruin someone s game run, a simple art style like abstract art fits in perfectly with the game, runs smoothly, and instead of distracting from the game play can actually help the player s gameplay as everything is simple to remember and learn. This again is another way abstract art can be used effectively in a game, and as an advantage to the game s mechanics and gameplay. Abstract art may not be as useful to create all games for a variety of different reasons. Games that feature a lot of complex mechanics may be one of these games that would be best off without abstract art. Abstract art would be ineffective in these games because of how simple abstract art can look. Because of this, a player may be less focused and lose interest in the game as it feels too simple and bland when compared to the game mechanics.

2 Cartoon: Cartoon art styles draw inspiration from western cartoons like Tom and Jerry, or comics like Spiderman, and features bold colours, dark shadows and a bold outline. Developers who use this art style in games usually use it to create a laid back or humorous atmosphere within a game, like in The Binding of Isaac, Castle crashers and Battleblock Theater. Cartoon art styles can come across as both comical and friendly, and depending on in which context they are applied they can have a large effect on the game s overall atmosphere and enjoyment. In the game Castle Castle crashers, you play as a knight sent out to rescue four princesses kidnapped by an evil wizard; a simple enough story line that has an art style that matches it perfectly. The game has a simple story, and along with it a simple art style. The game however features a lot of complex mechanics, and the art style fits perfectly in to make the game look and feel exciting to play, even with a simple storyline. Having a game focus mostly on it s mechanics and gameplay whilst still looking pleasing and exciting to the eye is an advantage as it can further engage a player and make them enjoy the game even further. Also, in Castle Crashers case, having a cartoon art style also means the developers can comically get away with things like in game beheading and decapitation of enemies, while still addressing the correct target audience. A game that portrays this point a little better is The Binding of Isaac. The Binding of Isaac is a game that features a very dark storyline of a mother trying to kill her child because God told her to. Because of the cartoon art style in place, the game can be taken as a joke, so not to cause any controversy throughout society as well as reach it s target audience. Being able to portray these themes in a light manner means that developers can enforce more comical plots whilst making fun of serious issues in life which can in turn make a much more enjoyable and memorable experience for a player. Cartoon art styles can also be used to set a desired age range for a game, usually at younger ages. A game that shows this well is the Scribblenauts series. These games feature a friendly cartoon environment as their target audience is aimed at children. The game features no intense violence or other inappropriate content, and the choice of a cartoon art style could attract children to buy and play their game. It can also help with parents attempting to find an appropriate game for their child, they could see the friendly cartoon art style of this game and allow their child to play it, as the whole game emits a child friendly feeling, with major thanks to the choice in art style. Cartoon art styles would be much less effective in a game that attempted to feature a deep plot behind it. This is because the art style may deter a player from following the plot completely and just deem it unfitting and unnecessary, which could result in a player losing interest in a game. Exaggerated:

3 Exaggerated art styles gain inspiration from eastern influences like anime and manga (like Dragon Ball Z and Naruto). Exaggerated art styles commonly include characters with unrealistic features about them, like large over the top hair styles, incredibly large muscles, large eyes and large powerful weapons. Often this is done to exaggerate a character s powers or abilities in game to allow for various different plot lines to be put in place. In Final Fantasy 7, Cloud (One of the characters) wields an incredibly large sword with a small bodily frame that looks like it would be impossible for him to ever lift it. He also sports an exaggerated hairstyle that looks like it would take hours to attain. This is a perfect example of exaggerated art within computer games. The reason cloud is designed like this is to fit in the with plot of him being a powerful super soldier; with his exaggerated features only boosting this claim. Having exaggerated art in a game with a plot that would seem unbelievable can have an advantage of engaging a player, as the character designs are attractive to them and actually fit the plot, whereas if another art style was used it would probably be less engaging for a player. Exaggerated art is a good choice for these kinds of games because it mixes with the game concepts allowing the game to remain enjoyable and immersive, even though the concepts could never really happen within the real world, and also could tie in with a storyline to show that true power doesn t just come from someone s physical strength, giving off a subliminal message that the player can take from the game and enjoy. Exaggerated art styles would probably not be used in games that have a reasonably believable story and characters, as the features of exaggerated art in these contexts would simply not fit, not make sense and therefore push a player away from the game. It would also not often be used in games that are very simple, as the graphics could be a distraction from the gameplay and could put players off playing the game. Pixel: Pixel art is an art form where pixels are used to create a game s graphics. In modern days, pixel art in games comes commonly from Indie games, like in Fez, or Cave Story. This is most likely because that is the style the developers grew up with, and want to create games that they love, and the fact it is a lot easier for small companies to learn and produce it. In the past, pixel art was the only available option to game developers due to hardware limitations, however today it is used in a variety of different ways for a variety of different reasons. Older companies that are more mainstream and more popular used to have to make games like Golden Axe (by SEGA), and Super Mario (by Nintendo) in this art style due to these hardware limitations. Pixel art in games these days can have a large impact on the game it s included in. Often enough, because of it s history, pixel art in games can create a nostalgic feel to a game. This nostalgic feeling can attract people to come and play a game because of how much it reminds

4 them of their childhoods, or favorite classic titles. Pixel art s history within gaming also makes it suitable for almost any genre of game. The nostalgia that follows pixel art reminds people of a time where games were a new concept in society; a concept that brought with it many innovative ideas on ways to enjoy virtual worlds, from platformers like Super Mario, to first person shooters like Doom. Because it is suitable for almost any genre it means that small companies can become skilled in the use of pixel art, and still make great games where the gameplay won t be greatly affected by the visual aesthetics. Pixel art would not be used in some games in this day and age for a variety of different reasons, the main one being because people always expect new graphics in a new game. Big companies like Nintendo would be unwilling to release a new game featuring pixel art because a lot of their fanbase expects next gen graphics. Another reason it wouldn t be used is because certain games may serve better with a different art style from pixel, for example a game with a controversial storyline might be better off with a cartoon art style depending on it s market audience. Cel Shaded: Cel shaded graphics within computer games are made through a specific rendering process, and possess characteristics such as intense lighting and shadows along with a 3d cartoon visual style. Cel shaded graphics bring western cartoon images into a 3D world, essentially making 3d games look hand drawn. By creating this art style in a game, developers have the ability to portray the advantages of a cartoon art style, but on a much larger playing field. The game The Legend of Zelda Wind Waker was a game created by Nintendo for the Gamecube and was a huge success. The art style in this game was child friendly (and thus fitted it s target audience) and it s overall visual style was a memorable experience for gamers. Applying cel shaded graphics to other games can too have the same effect, which can be a great advantage when trying to make a game that engages players and is memorable. In the game The Simpsons: Hit and Run, a cel shaded art style was present, and for good reason. As The Simpsons is a 2D cartoon TV show that is popular with a lot of people, and being able to portray a similar feel to the cartoon in a 3D environment added a lot of great gameplay to the game. The point I am trying to make here is that by using cel shaded graphics, it is possible to create 3D environments for characters who usually reside within a 2D plain, meaning games can be made for comic book characters and cartoon characters alike, yet still retain the features that make them who they are in the mediums they originate from (like in this case, the simpsons characters still look like they do in the show because of the cel shaded graphics. This can have an advantage of bringing in audiences who enjoy things like comic books and cartoons, and let them enjoy them in the format of a video game.

5 Cel shaded graphics wouldn t be used for something like a game with a very serious tone to it. The reason for this is that it would simply not fit with the overall serious tone of the game, and would cause the player to lose interest as opposed to becoming engaged in the game. Photo Realism: Photo Realistic graphics are the kind of visuals that make things in game look like they could be real and are used in a variety of different genres. They are used to usually immerse a player deeply into a game, and try to create a sense of an alternate reality in which the player can enjoy, which is useful in a variety of simulation and fantasy games. Photorealism has recently become quite advanced, making visuals on games that look and feel almost realistic. Racing games (Like Forza) use photo realistic graphics to help create an immersive racing experience. They tie this in with the actual gameplay (Using actual racing maps and real cars) to try to create a believable racing experience. By creating a racing experience that feels and looks real, it can attract a large range of racing fans to come and buy the game; possibly including those who would not usually play games, but are a great fan of racing. Photorealistic art styles can have an effect of immersing a player in a virtual world. Games like Skyrim attempt to create a virtual world, and with the help of a photorealistic art style, it can help a player feel immersed within the world. Immersing a player can help players stay focused and engaged in a game which can enhance enjoyment. Photorealism can also be used in other ways. Horror games, for example Amnesia, use photo realistic graphics in a different way. The methods they use these photo realistic graphics with is to mainly make things that don t exist look like the could, to add an element of fear to the game. This is done by creating a game with monsters and other scary features, with a photorealistic art style. The photorealistic art style keeps a player immersed in the world, as if it is really real, and the fact the monsters too are photorealistic it can have a lasting effect on the player when they appear and scare a player. This can have a huge impact on a player s immersion in a game. Horror games also take advantage of photorealistic art by attempting to make players feel like they are actually there in the game living through the events portrayed throughout, again, adding that element of fear and immersion. Photo Realistic games also have an effect of making games seem a lot more serious, which might attract a serious audience. This means that developers of games with photo realistic art styles can apply much more mature contents to the games, and make them feel more realistic. For example, in Left 4 Dead 2 (a game that features Photo Realistic art styles) realistic mechanics like injuries that affect player movement speeds which can match the realistic art style, and help a player s immersion and enjoyment in a game. Photorealistic art styles can be hard to pull off correctly in a development, so they are often less suited for small game studios as they cost a lot to create, which may not be in the budget of

6 these kinds of studios due to their size. Also, photorealistic graphics aren t as suited for 2D games as they would not suit the mechanics and overall feel of the game. Types of Game Art Concept Art: Concept art is a way of brainstorming game ideas using the visual advantage of art. This can be concepts, characters, and even complete worlds! Those creating concept art tend to create more than one design for each game aspect (E.g. creating multiple character heads) and then pick the one that is the best. The effect that this can have is that game designers can create the very best designs that fit the setting of their game. When you look at Half Life 2, some of the early concept art is completely different to that of what actually made it into the game (like some of the levels, and creatures). Developers may choose to not include some early concepts in a game, as they may feel the game would have been better off without them (Maybe due to them not fitting in entirely with the plot, or hardware limitations). (Some concepts cut from Half Life 2, including levels and enemies) Concept art is also useful for giving to those who will actually be creating the models, worlds, and levels of a game, as it gives them a strong idea of what the game s concepts should actually look like. For example, when we look at the game Half Life, you can see striking similarities between some of the creatures and levels featured in the games concept art, and in the actual game.

7 (The Houndeye within Half Life) Texture Art: Texture art is an art form where developers create a graphical sheet that wraps around a specific model, or a graphic that is pasted over geometrical faces (like the ground or walls in a world). With models (characters, weapons and items) texture art is created by designating certain parts of a graphic to cover certain parts of a model and is laid out almost like a shape net. For example, most commonly with character head textures, the face, sides and back of the head are all laid out like this shape net, so when the texture is applied, it folds over the model. It s the same with many other concepts in 3d games, like weapons, items and objects.

8 Other kinds of textures look like tiles of whatever material the texture is made to look like (E.g. grass, doors, stone, walls, e.t.c.). This kind of texture art is useful for decorating worlds within games, as developers can apply and repeat them to make realistic looking landscapes easily, rather than having to draw out and entire world by hand. Texture art is useful to game developers as it is a very easy way of creating detailed game concepts, meaning game developers can make bigger, and possibly better games. Background Graphics: Background graphics are graphics in games that aren t always as noticeable, but are there to keep the game s setting. Being useful for keeping a certain atmosphere within the backdrop of a game where the player cannot interact, background graphics can consist of things like loading screens and game backdrops. Having a background graphic present rather than just an empty void whilst playing a game can have the effect of making a player more immersed in the world. For example, in practically any side scroller (E.g. some of the Megaman games), the use of background graphics is in every level, and gives the player a sense of where the character is.

9 (Background graphics in Megaman Zero 3) It is similar for loading screens. When a game is loading something, rather than just show the player nothing, some developers have created background graphics to keep a player engaged and still in touch with the story while they wait, even though they aren t actually in game. An example of this would be in Dead Island. (Background graphics in Dead Island) InGame Interface: Good interfaces suit the style of game it s in (for example, you wouldn t see a menu made with pixel art in a photo realistic game). Interfaces can be portrayed in different ways dependant on what kind of game is being played, all for good reason. The effects that a well styled interface has is that it keeps a player engaged. Interfaces can sometimes distance a player from the game they re playing and thus make them less interested in what they re playing, so what game developers must consider is that making a game is that their interface must be suited to their game s art style in order to be successful. For example, in Miasmata (a photorealistic simulation styled game) the interface is styled to be a journal which is actually holdable by the player. The way that the interface was graphically designed keeps players immersed in the game, something intended by the developers.

10 (Ingame interface in Miasmata) In a completely different style of game like an RPG with an exaggerated art style (like Final Fantasy), the ingame interface is usually designed to be easier to follow and to give you as much information as possible about the status of the characters. Again (yet in a completely different style) this type of interface is efficient for the player and the current game that they are playing. (Ingame Interface menu in Final Fantasy VII) Print Media Art: Print Media art are things such as posters, box art and disc art. Developers create this kind of art to get the game s name out to draw in an audience, as if a player likes the style of art portrayed by a game, there s a chance that they re going to buy it. However, it is also a way of a game proving that it s something different from other games. If a game had no print art at all, then potential buyers simply would not care, due to the fact they have been given almost no insight of what they d actually be buying. Print Media art also tends to portray the main aspects of a game, like main characters or the world in which it s set and is usually laid out in a way which foreshadows the events of the story or gameplay. For example, for the box art of Far Cry 3 you can see a variety of things going on. The fact of all this happening within a single image may make a buyer curious of what happens within the story, and make them want to purchase it to play the game for themselves.

11 (Example of Print Media Art for Far Cry 3)

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