Showing posts with label inspiration. Show all posts
Showing posts with label inspiration. Show all posts

Sunday, 30 March 2014

Alice videogame art book and game aesthetics

This week I had a chance to borrow some art books from my friend and one of them really stood out. Its 'The Art of Alice: Madness Returns' by R.J. Berg*. It contains artwork created for the American MaGree (game designer) videogame Alice: Madness Returns (EA)** which if based on Lewis Carroll's story.

Some of the concept art pieces from the book are absolutely amazing and very inspiring.



I really liked this image because it seem to have a lot of ‘visual texture to it' a mix of techniques. The grittiness of the rock and the ground is counterbalanced but the smoothness of the blue clouds (less 'texture' and many wavy lines).




This piece is also absolutely amazing. Digital art but look so traditional: very textured and layered and the brushstrokes really visible, and all the nice detail of the plants and trees. It just made me think why game art doesn't look like this!? It's so interesting to look at, and if one can interact with the world that would be absolutely amazing experience. It;' would be like entering another world.




Another picture, similar image to the above one. Really like the tree in the bottom right-hand corner as well as the texture in the clouds (middle left). It looks like a traditional media brushstrokes. They give that tactile feel to the image that I think is missing often in a lot of 2D videogame art.




Really like the tree design and how it's been painted. The texture of the bark and most importantly the leaves. A lot of interest for a viewer’s eye.




This image relates to the underwater scene for my game idea. I'm not too keen on the bed, but I think the shoals of fish and the underwater plants look nice. Also the colour choices and the way the artist created the feeling of space: brighter colours at the back and the hazy outlines of some kind of plants in the distance. I think something similar could work for my project; however the light would be located at the top and I would have to address the issue of the red-orange and yellow light in the water. (Since the water absorbs the reds I would probably have to go violet-green in my colour choices)





Also I have noticed a post on FB from the Child of Light creators and followed their link to the YouTube video: https://www.youtube.com/watch?v=JieprG-zAx4

It is very inspiring to see videogame like this being developed and published by a big game developing studio. I think we need more people like Patrick Plourde and his team who can make videogames that enrich people. I think the 2D games are starting to reinvent themselves just like painting (e.g. impressionist), photography or movies did. They all at some point stopped trying to represent reality and started exploring other ideas, feelings etc. The history seems to show that when people reach the goal of realistic representation they turn their attention to exploring the medium and creating new things with it or through it. I think it is a natural evolution of creative mediums in general, and because videogames are creative medium, they are undergoing the same process. Patrick Plourde (creative director of Child of Light) in above mentioned video says that the experience they are trying to create is: "Being able to play on a living painting and see the hand of the artist in the game." I think if the gameplay will not be marred by the technical issues (bugs) this game is going to become really popular, because developers seem to be going for the aesthetic game and that should mean a more immersive game. Philosophers like Aristotle, Thomas Aquinas, Schopenhauer etc.. who have studied an aesthetic experience, have all noticed the fact that a more engaging/simulating piece of art is, perhaps even perceived as being different from the everyday, the more it tends to arrest and maintain spectator's attention, therefore draws the viewer in, makes him/her experience the art more profoundly and immerses him/her in to the experience (Hanfling 1992, p. 120, 126-127, 128, 129). Also having visible creators mark in the art makes it more personal and adds to the aesthetic experience (Emotionalist theory by L.Tolstoy and C.J. Ducasse) (Hanfling 1992 and Cahn and Meskin 2008).

Videogames are similar to books: serve the purpose of removing oneself from reality and exploring other worlds. In addition to that, Jane McGonigal  in her TED talk*** mentions the reasons why this might be happening (for example people get inspired when playing games and positive feedback and feeling of achievement. She calls it an 'epic win' and points out that in real life we do not tend to experience it) and quotes Edvard Castranova (economist):  "We're witnessing what amounts to no less than a mass exodus to virtual worlds and online game environments."
I do not think video games will go way so why not make it the experience not only more pleasant  and enriching since there are so many people playing them and it ultimately got to have an impact on our the culture?


Cahn, S.M. and Meskin,A. eds.2008. Aesthetics: a comprehensive anthology. Oxford: Blackwell Pub
Hanfling, O.1992. Philosophical Aesthetics:  an introduction. Oxford: Blackwell Publishing


* Berg, R.J.2011.The Art of Alice: Madness Returns. Milwaukie:Dark Horse Books
** Spicy Horse. 2011. Alice: Madness Returns. Play Station 3. Electronic Arts.
*** Jane MCGonigal. 2010. Jane McGonigal: Gaming can make a better world. [online video]. Available from: http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world#t-24231 [Accessed  October 13 2013]

Sunday, 12 January 2014

Preparing work for submission week

I have been really busy this week since on Monday is a submission day and I have been working on my Concept Design document and Pre Production portfolio.

Had a meeting on Monday with my mentor and she gave me advice on different ways on how to approach the Concept Design document. I am nearly finished with it and still wonder if what I have written would be satisfactory. Talking about inspiration is always hard for me. I have also followed her advice and took a 'Visual  Culture' book by Richard Howells* from library to help me a little bit in describing some of the art works that I thought were most inspirational for my project so far.

Also this week in between getting things ready for submission I have also managed to complete my last game 'screenshot' that somewhat had been inspired by Jon Klassen art.
(Jon Klassen on Tumblr: http://jonklassen.tumblr.com/ )

The underwater snake has been inspired by a  Lindworm and its head is a direct reference from a pictish stone that is being exhibited at the McManus Art Gallery in Dundee. (See image below)






final layout sketch




final colour version





I am not sure if I am really satisfied with the final result. I think, I should certainly spend more time on the image overall and especially give more attention to the water as well as the stones at the bottom of the sea. It all looks a bit too uniform and boring. Perhaps a slightly different colour scheme would have also worked better. UI is still a very simple one as I did not have time to do any research on this topic yet.

The actual submission deadline is on Monday I will call it finished as I do not have time to do anything else with it.



*    Howells, R. 2003. Visual Culture. Cambridge: Polity
Book is divided in to two parts: Theory and Media.

Theory part mentions a number of theories that can be used to understand and analyse visual text.
Iconology concerns itself with subject-matter or content of visual texts. There are different levels of analysis: like a common sense level but also a symbolic one where symbols are disguised as everyday objects within a visual text. That means that not always 'what-you-see-is-what-you-get'. Some meaning may be hidden from view if the viewer is not familiar with the symbols or their meanings. Also, a visual text has a power of revealing basic attitudes of nation, period, lass, religion etc... all through the work of an artist who communicates it often unconsciously.
Formalism concerns itself with form becoming the meaning of the visual texts therefore it does not concern itself with 'what' is being represented but 'how'. This theory is great for analysis of modern and abstract art with no subject matter. It uses 5 points of analysis (1. the rhythm of the line, 2. mass, 3. space, 4. light and shade, 5. colour) in communication of emotion through visual art.
Traditional art history. Art and artist should be analysed within the context of the history because history and art knowledge influenced art evolution. Also, it influences nowadays the commercial value of an artwork, where value can be created for a piece of art if it's tought that it has been created by someone famous.
Ideology investigates ideological approaches to analysis of visual culture. It suggests that visual texts as cultural texts inevitably betray the values of the cultures in which they were created. Also, some theorist (Berger) claim that art experts deliberately obscure the visual evidence of the past in order to justify the politics of the present.
Semiotic theory can also be useful in analysis of visual culture. It analyses connection between sign, signifier and signified. It suggests that signifier can be interpreted as an empty vessel until it is filled with meaning in order to signify. (e.g. advertisements that don't sell sell the product but a lifestyle)
Hermeneutic analyses interpretative approach which acknowledges that there are differences between literal and intended meaning therefore there can be plenty of ambiguity within visual text. It also suggests that there is a connection between education and culture: culture grows and changes.

Media part of the book is concerned with representation of reality within fine art, photography, film and TV as well as discusses if  'new media' is actually that new or is it only a different systems to deliver what is already there (e.g. still and moving images etc.)

Actually I did found this book useful and now after reading it properly I find myself analysing more not only visual text but everything else for 'hidden' meanings. It certainly made me 'see' more then before.

Friday, 27 December 2013

Inspiration

Traditional Art and Media

Because the aim of this project is to try and reproduce qualities found in traditional art (general aesthetics, media texture/look, composition etc.) it is inspired an influenced by traditional paintings and drawings. Also, because traditional art is considered as having cultural value of meaning, it is in my opinion the most appropriate area to look for inspiration and learn from.


Oil/Acrylic painting

I really like oil paintings by Russian landscape artist Alexander Zavarin. Especially the impressionist alike ones, done using wide and bold brush strokes which ‘suggests’ objects within the painting but does not show any of the detail and that way leaving it to the viewer to figure out  what it actually is. A.Zavarin manages to capture soft light within the scenes but at the same time creates illusion of space where colour either brings objects forward or moves them ‘deeper’ in to the canvas space. Paintings look chaotic yet manage to capture the actual mood of the scene. The artists’ brush strokes are very visible on the canvas and not only contribute towards the paintings mood but also emanates ‘personal touch’ energy from the work. This artist work is relevant to the project by providing not only inspiration for oil/acrylic paint look within digital medium, but also a possible solution to a problem where interactive objects should stand out from a background. Possible use of bold ‘brush’ strokes to only suggest some of the background objects can be the key. Also, keeping things interesting and letting viewers mind interpret some of the things that are happening on canvas can be used to bring more interest towards the game art. This traditional oil painting effect can be seen implemented as a 3D model texture in a ‘Damocles’ trailer for a new Crytec video game called Ryse: Son of Rome ( Trailer available at http://www.youtube.com/watch?v=czXJeJ9I2Us). (can see another post where I mention 'Damocles' trailer here.)



Zavarin, A. [no date]. [online image]. Available from: http://allday2.com/index.php?newsid=470467 [Accessed: 19 December 2013]




Zavarin, A. [no date]. [online image]. Available from: http://artbook.oo.gd/en/alexander-zavarin/ [Accessed: 19 December  2013]



Zavarin, A. [no date]. [online image]. Available from: http://artbook.oo.gd/en/alexander-zavarin/ [Accessed: 19 December  2013]


Watercolour

Z.L.Feng is an international award winning Chinese artist living in U.S.  Many of his watercolour landscape compositions can strike one as being rather dark and fairly minimalist at first however further inspection reveals an array of colours that have been achieved by the watercolour pigments blending together on paper. Intricate and dark tree branches are ‘set on fire’ by a multitude of colour dabs. Balanced compositions achieved by use of light and shadow as well as colours. This artists’ work is great as an inspiration as well as an example of watercolour media look: where every brush stroke leaves a permanent mark on canvas and the actual media has ‘luminosity’ unlike a heavy oil paint on canvas. This type of medium, if implemented successfully, has a possibility to help with keeping backgrounds simple and uncluttered and that way to help emphasize foreground and interactive objects. And just like in oil painting example mentioned above this media look can be used to bring more interest to the game art.



Feng, Z.L. [no date]. [online image]. Image #:1: LImited Edition Giclee Print. Available from: http://zlfeng.com/landscape.html [Accessed 19 December 2013]

You can see one more image of  of his painting in my week 4 blog post.



Collage

Collage is another interesting and widely used traditional art technique and a piece of art done by Nancy Standlee (see image below) is a fine example of this art style. This painting somewhat reminds an impressionist oil paintings with an explosion of bright colours and an array of bits of paper that resemble broad brush strokes on canvas. It is a nice colourful composition that conveys lively mood using ‘bold’ blocks of colour and at the same time have textural interest in each single piece of coloured paper that has been placed on the canvas. This technique can be recreated well in digital media if one wishes and can serve as a general motivation to perhaps be braver while exploring unusual places/arts/ art styles etc. for inspiration.  In a certain way, collage is similar to what Amanita Design has done with their video game Botanicula (2012)* art direction.  more info in my week 3 post.



Standlee, N. [no date]. Feed the Birds. [online image]. Available from: http://nancystandlee.blogspot.co.uk/2011/02/rooster-and-bird-torn-paper-collage.html [Accessed 21 December 2013]


Digital Art

One of the most inspirational current ink artists that manage to almost flawlessly merge traditional ink medium with a digital Photoshop painting is Taiwanese artist Jung Shan. Rough paper texture and flowing ink is visible from his scanned/photographed ink paintings that are used as background for his final images. This gives an authentic, ‘personal touch’ to the digital drawing which is created using digital Photoshop brushes. Some of the paintings are made even more interesting by photographing ink painting while it is still damp (see image below). This artist work is a great example of how to blend traditional and digital media. Use of specific digital brushes that imitate traditional media techniques can be a great advantage in trying to recreate traditional media look in Photoshop.



Jung Shan. 2013. Silence power. [online image]. Available from: http://jungshan.deviantart.com/art/Silence-Power-338758654 [Accessed 22 December 2013]



Jung Shan. 2013. Wuxia Magazine cover. [online image]. Available from: http://jungshan.deviantart.com/art/Wuxia-Magazine-cover-441137422 [Accessed 22 December 2013]



Jung Shan. Ink Samurai. [online image]. Available from: http://jungshan.deviantart.com/art/Ink-Samurai-193699240 [Accessed 22 December 2013]

I think this guy is absolutely amazing. Love the way he combines the traditional with the digital. It all looks so light and easy, done with a few brushstrokes. Amazing skills.



Videogames

Some videogame developers already tried to mimic traditional art styles and media within their games.  It is good to see what has already been done and perhaps find out how.


Braid

One of the greatest inspirations to this project has been a video game called Braid (2008)**, created by Jonathan Blow. Braid is one of the important works in the video game industry because this game is a very first well known computer game that has been inspired by and tried to reproduce traditional art style. Game artist David Hellman’s (who is also a comic and graphic novel artist) inspiration has come from traditional art movements such as abstract art, impressionism, and surrealism. 

Can read a bit about the game in my week 3 post

Even though all the art assets had been digitally painted, on a closer inspection, while playing the game, one can easily see David Hillmans’ brush strokes throughout the painted backgrounds (see first image below) just like in all impressionist paintings done by famous artists. (see 2 bottom images by Claude Monet)






Monet,C. 1882. Clifftop Walk at Pourville. [online image]. Available from: http://www.wikipaintings.org/en/claude-monet/clifftop-walk-at-pourville [Accessed 23 December 2013]




David Hillman chosen colours to create appropriate moods within the game that support the story and environment. Each of the game Worlds has its own colour palette. For example, within World 1 which is an introduction of the story, warm colours such as greens and yellows dominate the screen, while World 4 is a much more ‘cold’ looking environment with dominant blues and browns. Additionally, some of the elements within the game background where broken apart and implemented in to a particle system to create movement and dreamlike feeling similar to surrealistic paintings.

Also some of the background elements ended resembling watercolour or coloured ink painting on paper. (see image below)




Braid world has been crafted with a vision  as well care towards the actual game player. One of the most inspirational quotes that also strongly relates to the idea and vision of this project is a quote by Braid developer Jonathan Blow has said: “There’s a message in the visuals, and the effort that’s been put into the graphics. It’s a subliminal thing, a message which says that somebody really cared about putting this experience together...it says you’re in good hands” (Dennis, R., 2012) (Can find a link to the article in my week 3 blog post). 

In my opinion, the subliminal things within this videogame are not only previously mentioned images inspired by traditional art movements or visible brush strokes that reminds us of traditional paintings done on canvas (e.g. Zavarin A. or Monet C.) but also some of the remainders of digital paint that can still be visible on some of the asset edges (see image below).





These left over ‘flaws’ or imperfections created by a human hand are picked up by the viewer irrelevant if the art is created on a real or a digital canvas and becomes part of the artwork that contributes to its aesthetics and in this case makes game art more personal.

I think this game is important to my project because it is a great example that traditional art can work in video games. In addition, the creation process through which David Hillman went while designing the art for this game is very informative and contributes a lot of knowledge towards this honours year project. (Can read David Hillman s blog here.)


The Bridge


The Bridge (2013)*** is an only black and white 2D logic based puzzle game that is inspired by Maurits Cornelis Eschers’ (Dutch graphic artist) work; game play and art style (see images below). 


Escher, M.C. 1958. Belvedere. [online image] Available from: http://www.mcescher.com/gallery/lithograph/belvedere/ [Accessed 21 December 2013]




Escher, M.C. 1955. Convex and Concave. [online image] Available from: http://www.mcescher.com/gallery/lithograph/convex-and-concave/ [Accessed 21 December 2013]



This game can be also considered as an important step in game design style because it picked a single artist as an inspiration and successfully created artwork that closely resembles the original. Ty Taylors’ (game designer) and Mario Castanedas’ (artist) goal for games art style was to attempt to replicate black-and-white lithograph style seen in majority of M.C. Eschers’ work. Therefore, even though art for the game has been produced digitally, it does have a traditional lithograph, mezzotint media look (see images below).



The Bridge game level art

Mario Castaneda. 2012. [online image]. Quantum Astrophysicists Guild. Available from: http://www.gamersgate.co.uk/DD-BRIDGE/the-bridge [Accessed 26 December 2013]


In addition, game artwork somewhat reminds of Chinese ink painting (also mentioned in  week 5 blog post) as well as graphite pencil drawing (see images below).



The house

Mario Castaneda. 2012. [online image]. Quantum Astrophysicists Guild. Available from: http://calmdowntom.com/2013/03/the-bridge-review-pc/ [Accessed 26 December 2013]



The tree

Mario Castaneda. 2012. [online image]. Quantum Astrophysicists Guild. Available from: http://www.gamersgate.co.uk/DD-BRIDGE/the-bridge [Accessed 26 December 2013]


This game in my opinion is a great example where traditional art was used as inspiration and then was successfully transferred in to a digital medium.


Botanicula

Botanicula (2012)* by Amanita Design games, stands out with its unique artistic style: very graphic and stylised look. I think this game project shows that inspiration can be found anywhere and merging different things, can result in some unique and fascinating design results (see Standlee, N. Feed the Birds image or even Jung Shan Wuxia Magazine cover image above). 


Amanita design. 2012. [online image]. Amanita Design. Available from: http://games.tiscali.cz/recenze/botanicula-recenze-59212 [Accessed 26 December 2013]


Photography was used not only for preproduction phase as a material for character and environment design, but also as a texture material for both (see images below).


Amanita design. 2012. Botanicula: art book. p. 14. Amanita Design.


Amanita design. 2012. Botanicula: art book. p. 15. Amanita Design.

Game designers sought inspiration from nature. By blending it all together in a really creative way within game environment it resulted in a truly unique art style for a video game. 



Amanita Design. 2012. [online image]. Available from: http://amanita-design.net/games/botanicula.html [Accessed 26 December 2013]


This example relates to honours year project by inspiring one to look ‘outside the box’ rather than drawing inspiration only from existing games/art.



I think it is important to get inspired by many different things because, in my opinion it is the best way to go about it while trying to create something interesting and unique not only from a game artist view but also a game players view. Since traditional art undoubtedly holds a key to aesthetics and 3D art nowadays has taken over in realistic representation, going back to the origins of traditional 2D art seems to make sense while looking for answers of a question ‘what else can be one with this medium?




* Amanita Design. 2012. Botanicula. Microsoft Windows. Amanita Design & Daedalic Entertainment

** Number None, Inc. 2008. Braid. Microsoft Windows. Number None, Inc

*** GameStop Corp. 2012. The Bridge. [online]. Available from: http://www.indiegamechallenge.com/2012-finalists/the-bridge/ [Accessed 27 December 2013]

Dennis, R. 2012. Games take on another dimension. Financial Times.