Thursday 7 February 2013

Game Art Style Task

Q. What are, in your opinion, the notable milestones in the history of Artistic/Visual styles used in computer games?


The difference between
 8 bit and 16 bit
A. In my opinion I think the milestones are the advance in technology. Games such as the original Super Mario it used 8 bit which was a limitation but was also a style. Even games today copy this style because they want to even though they can do much more. I think just each jump in graphics from 8 bit to 16 bit and so on. The main milestones were advances in technology. This is because technology and artistic styles are related. There are some styles which are obviously an exception since some games stick to previous styles such as Minecraft. The style changes the way people play and think about a game. It can make them interested in a building and want to explore it or it can be simple colours depicting which way to go.

Nathan Drake from Uncharted
As i previously said, technology relates to style which then means polygon count. This is rapidly increasing in todays current AAA title games but isn't needed. An example is Mario. Back when the first mario game came out, the polygon count was probally below 1000 for the 3d model in Mario 64. Ask anyone, no matter who they are and nearly all will know who mario is. If you do this with a high polygon count game such as Nathan Drake from Uncharted on the Playstation 3. Only a select few will know who he is and this character has thouzands of polygons and 3d moddellers have spent months trying to perfect the model. Mario was dressed in defining clothes with blue overalls and a red hat. This was smart of Nintendo since its memorable whereas Nathan Drake is wearing some jeans and a baige shirt. This proves that the polygon count doesnt mean better. What matters is the style of the game which makes is success.
Mario 64















Notes From Video
gaming style - big topic - works at bestheda game studios and did concept art and character art for skyrim , he worked at ea before that at warhammer onlinbe, he started doin plugin player mlodels for quake 3 areana .Art style matters to gamers . Hard to make 16 pixel block to look like a person. Ganes are keen to get into realism , they think its a better game to make it realistic to make more immersion. take time to replicate atmespheric perspectrive , bloom , amibent occlusion , bounce lighting , dynamic vegetation to make it look like film which they have to recreate ingame . illistraqtion is greatest form of inspiration , drawn animation has problems of illistration. The players hand takes control over animator , eg player clicks punch button - the character move.to create art you have to think what will look good in the game engine and by the player. you have to look through the lenses of game art - modelling is silouette and shadow , they spend loads of times on the silouette . texturing is colour and detail  , in nes days they had colour limitations and limited colour pallettes. Detail - sine you cant use composite you use detail to do it , add less detail to things you dont want the player to notice or see. silouette and colour go together to give loads of character . Lighting is the same between game and other media by creating areas dark and light you can draw attrention , make contrast and draw the eye to where you want to . Shading is how surfaces react to light - atmosphere ,ambient occlusion make it feel more real , think about how surfaces react to light. Blend more procidual effects to add realness to animation. Exposure is new thin= development in game art where you create 3d camereas as real cameras . making 3d game is like building a 3d diarama and photo it. bloom is to give you a visual que or realisation eg looking in the sun hurts your eyes. Moonlight isnt blue the moon is grey and sun it orange and looks blue . All games have a style .

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