Drawing Basics and Video Game Art by Chris Solarski Torrent

What can we acquire from the techniques of the Old Masters to assistance u.s. create more varied and emotionally meaningful gaming experiences? And how must we go about adapting these classical fine art techniques when we add video gaming's unique element of interactivity?

To explore these questions, this commodity examines the psychology of shapes and dynamic limerick, which are the focus of a series of talks I recently completed around North America (kindly supported by Gbanga, Swissnex, and the Swiss Arts Quango, Pro Helvetia). I firmly believe that dynamic composition should be the topmost consideration for developers wishing to shape the emotional experience of their video games. Dynamic composition brings together several topics from my book -- Drawing Nuts and Video Game Art: Classic to Cutting Border Art Techniques for Winning Video Game Design -- and is chiefly equanimous of 4 elements:

  • Grapheme shape
  • Character animations
  • Surround shapes
  • Pathways

Video games rely on the very same design principles -- perspective, course, value, etc. -- which classical artists employed to create the illusion that the television (or sail) is a window into an imagined world. These design techniques besides serve a second purpose equally applicable to game pattern, which is their aesthetic value, and awarding in visual narratives.

A ameliorate understanding of traditional art techniques, and video game aesthetics, will pb to richer gaming experiences, and may require a rethinking of established studio structures and the collaborative roles of game designers and artists. Because, every bit we'll run into, making bridges between classical art and video games has implications for game designers as well.

We'll explore how these elements work together aesthetically, and finish by applying the techniques learned to game design. But before diving into dynamic composition we'll take a quick look at the bones elements of composition (lines, shapes, and volumes); their psychological affects; and their application in classical painting and limerick.

The Psychology of Lines, Shapes, and Volumes

The fine art world has changed drastically over the past hundred years with the coming of Mod Art. Prior to the 20th Century, artists would follow a tradition of craft and design practice, which had been steadily evolving for over 2000 years for the purpose of communicating pictorial stories. What Modern Art did was to clean the creative slate by deliberately breaking with tradition and classical fine art techniques. This had the invigorating effect of freeing artists to explore individual styles and new forms of self-expression.

We now find ourselves in a civilization that appreciates that you and I will reply to art in different means based on our unique life experiences -- experiences that inform the way in which we individually interpret and give pregnant to the world effectually us. The inherent ambiguity apropos interpretation is largely responsible for what makes the creative process and art appreciation so mysterious and personal. However the aesthetics of fine art weren't always studied from this perspective alone. Classical paintings had a definite purpose -- especially in the context of religious paintings -- and were therefore crafted using design techniques that accept a timeless psychological footing, and are therefore easier to define.

As video game designers information technology's important that we appreciate both modern and classical standpoints on aesthetics, although classical techniques are of more practical benefit to us as artists and designers. We tin brainstorm by examining the root of visual pattern, in the grade lines, shapes, and volumes.

Because reality is so visually circuitous, professional artists conceptually reduce objects to uncomplicated lines, shapes, and volumes, to simplify the task of rendering reality. This abstraction is something that is familiar to 3D digital artists working in such programs every bit Maya or 3ds Max, where each object -- whether it's a figure, an environment, or a prop -- will start its life equally a archaic shape. Aside from the practical benefit of simplification, these shapes have been consistently associated with the post-obit aesthetic concepts throughout art history:

  • Circle: innocence, youth, energy, femininity
  • Square: maturity, stability, balance, stubbornness
  • Triangle: assailment, masculinity, force

Why nosotros acquaintance these shapes with their corresponding artful concepts has to do with our real-life experiences, and the sense of impact. Equally kids, much of how we understand the world around us is beginning learned through bear upon. By feeling our style around and comparing textures, we quickly develop a mental shorthand for visually assessing the general characteristics of objects based on experience.

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Moving-picture show the above 3 wooden objects -- the sphere, cube, and star -- placed on a table. Now imagine shaking that table. The round sphere would begin rolling around -- demonstrating its dynamic properties -- while the cube would stay in identify. Now imagine somebody throwing the sphere and star towards you for you to catch. You'd instinctively hesitate to catch the star, even if you knew it wouldn't harm you lot, based on your learned response to sharp objects, in contrast to soft and round shapes.

Notation that a curved line tin can exist represented equally a round shape, or spherical volume; a directly upright or horizontal line, as a square, or cube; and an angular line as a triangle, or pyramid. [For convenience, I will refer to each group past its shape].

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Click for larger version.

As artists, nosotros take advantage of our audience's real-life experiences and the sense of touch, and incorporate these concepts (often intuitively) into our artwork. Come across for yourself in the in a higher place analogy how, irrespective of the design bailiwick, the circle, foursquare, and triangle, take been respectively integrated (from left to correct) into logos, architecture design, decorative pavements, and vehicle designs.

The dynamic curves of Disney's logo, which references the circle, are echoed in the curved design of a beachside promenade -- encouraging us to visually and physically experience the objects in a dynamic manner.

The upright lines of the square give us a sense of stability in the form of pillars fronting the National Gallery in London; and echoed in the straight lines of the Range Rover, designed to elicit feelings of safe, and sophistication.

While the edgy triangle is embedded in the logo of thrash metal band, Anthrax; as well equally Frederic C. Hamilton building in Denver, The states; and the aggressively sporty lines of the Lamborghini.

Endeavour to imagine how each object would look if you were to switch shape concepts then that, for instance, the Disney logo was based on the angularity of the Anthrax logo -- a shape concept completely inappropriate for the brand.

These psychological associations with primary shapes allow us to orientate them forth a shape spectrum of emotions, confronting which characters and objects tin be measured.

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The shape spectrum of emotions should Non be used as a design formula -- but every bit a conceptual tool to appraise artwork and identify problem areas.

The psychological ground of these shapes means that they are a timeless feature of art, allowing us to observe relationships between seemingly disparate artworks, and improve understand the aesthetics of video games. Let'due south take a look at how these basic shapes have been used in classical fine art to influence the viewer'south emotions.


Lines, Shapes, and Composition in Traditional Art

Classical limerick is an important awarding for primary shapes, employed by the Old Masters to influence the artful qualities of an artwork. What is classical composition, and why is it such an important artistic tool?

Classical artists would compose their paintings upon a system of lines that were designed to guide the viewer'due south middle around the image. These line-based compositions helped to organize elements in a painting -- making the epitome easier to read. Only, equally nosotros know, chief lines and shapes likewise have an aesthetic value, which relates to a composition'due south 2nd purpose.

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Diana and Her Companions (c. 1655), Johannes Vermeer

In the painting above, Vermeer has used a composition based on a curving line -- giving viewers a visual impression of delicate and continuous move. Each element -- from the central figure'due south right arm, to the cloth on the ground -- has been deliberately placed and shaped to reinforce this round composition. Take a longer wait at this painting and you'll discover many more limerick lines echoing this concept.

Such line-based constructions were designed to be implicit -- the creative person's hidden secret -- affecting viewers on a subconscious level. Viewers could then explore the painting seemingly at their ain will, unaware of the limerick's influence. The impressions these implicit pathways projected were capable of telling a visual narrative in themselves.

Now contrast Vermeer's painting with that of Rubens' Massacre of the Innocents (c. 1611-1612) below. Rather than utilise a organisation of delicately curving composition lines, Rubens has based his painting on angular lines to communicate the violent topic of the painting. Rubens has skillfully placed the majority of the male figures in the upper triangle, trampling the females in the lower portion of the painting. However the lines alone describe a collision of forces.

Have a moment to appreciate the complication and details of both the Vermeer and Rubens paintings. The beauty of classical composition is that it enables artists to reduce complex images to more than concise visual statements. At present imagine setting this circuitous arrangement of visual elements in motility, as in a typical video game, and a elementary limerick becomes even more necessary to deal with the increased visual racket.

The simpler a visual statement, the easier information technology is for audiences to engage with your creative bulletin.

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Massacre of the Innocents (c. 1611-1612), Peter Paul Rubens

The blazon of composition an creative person designs -- whether it's delicate or angular, for example -- should reinforce the emotional message of the artwork. Imagine substituting the compositional lines of ane painting for the other, applying Vermeer's curved lines to Massacre of the Innocents, and vice versa. What we'd find is that each artists emotional intent would be significantly weakened, with Massacre of the Innocents becoming more elegant, despite its cruel theme.

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The Baptism of Christ (c. 1448-1450), Piero della Francesca

The limerick of The Baptism of Christ by Piero della Francesca (c. 1415-1492) aligns itself with the directly upright and horizontal lines of the square -- which is located in the heart of the shape spectrum of emotions. Although at that place are some curved lines within the paradigm, it is dominated by the verticality of Christ, and echoed in the tree, secondary figures, and the horizontal lines of the white dove. This vertical motif is largely responsible for the impression of stillness that we feel when looking at the painting.

A useful illustration to understand the effects of composition is to liken the technique to intonation in speech. Irrespective of the words in a oral communication, the rhythm and tone of delivery tin completely change the emotional bulletin of what somebody is saying.

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Black and Violet (1923), Wassily Kandinsky

With the invention of the photographic camera in more recent times, the emphasis on line-based compositions shifted, as artists became influenced past the way in which the camera registered reality -- in terms of light and shadow shapes. Wassily Kandinsky (1866), who was very much a Modern Creative person, did away with representational art altogether and yet his classical training meant he also appreciated the importance of composition:

"The content of a work of fine art finds its expression in the composition [...] in the sum of the tensions inwardly organized for the piece of work."

- Kandinsky, Point and Line to Plane (1926)

Throughout art history, bones shapes and composition have been a main artistic tool used to organize a work of art, and shape the artful qualities of images. Nosotros should therefore detect a fashion to employ this technique to video games. We have a conceptual trouble, notwithstanding, in translating classical composition to video games: the thespian.

The to a higher place paintings represent a static medium. Although gild and cultural tastes modify over time, the artwork and the feel of looking at a painting remains relatively unchanged. Not so with video games. There is no one single indicate of view in video games, because the medium'south interactivity allows players to move within virtual environments at will. And then how practice we go almost translating classical techniques from a static medium to the dynamic worlds of video games? The answer, as hoped, is very simple.

Dynamic Composition

Finding a solution for translating classical composition to video games is made simple if we consider the basic components of the technique. Composition is nothing more than the deed of combining parts or elements to form a whole. As y'all will recall from the previous section, the basic elements of classical limerick are piffling more than lines and shapes. If nosotros tin place where these elements are to be plant pervasively in video games -- so that the player is always enlightened of them irrespective of where they are within the virtual world -- we can begin to define dynamic limerick, equally is applicable to video games.

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The reply is revealed if we conceptually have the lines and shapes constitute in a classical painting, lay the composition down flat on the ground, and treat the epitome similar a tiptop-downwardly map. The lines that we would implicitly trace with our eyes when looking at a classical painting, now become pathways along which we can travel through a three-dimensional environment.

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Logo, multiplayer map, and in-game screenshot from the Gears of War franchise, past Epic Games.

The meticulous design that has gone into the Gears of State of war franchise is an excellent example of translating classical design concepts to interactive experiences. In the pinnacle-left we have the Gears of War logo that, but like every proficient logo should, embodies the experience of the game in one poignant visual statement. The artists at Epic have then projected the skull motif onto their level designs (discover the abstract eye sockets, nose, and mouth of the multiplayer map).

Conceptually this multiplayer map is very close to a painting, in that our optics tin trace implicit lines around the level'south corridors without the power to physically interact with the artwork. However video games get one step further, in that the projection of the skull motif also represents a three-dimensional environment -- visual lines on the multiplayer map, become pathways in a 3D virtual environment.

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Pathways within an surroundings are only one part of dynamic composition. To fully understand dynamic composition, we must accept into business relationship the 5 elements in the illustration to a higher place, and their relationships to each other:

  • Character shape
  • Graphic symbol animations
  • Environment shape
  • Pathways
  • Player gestures

Role player gestures are not then much a office of dynamic limerick, which relates to on-screen images. Yet, video gaming'southward interactivity ways that a player'south actions are closely spring to the visual experience, and must too be considered in this context.

Over the course of the next five sections we volition examine each aspect of dynamic composition, with the help of our principal shapes: the circle, foursquare, and triangle. Nosotros will additionally examine the thespian's role in a video game artwork, before applying the combined noesis to game design. We volition begin with grapheme shape, and simultaneously explore the narrative possibilities of dynamic character shapes.


Grapheme Shapes and Character Evolution

The earlier section of this article explored the aesthetic sensations that we associate with primary shapes. In this section nosotros will look at how these shapes can help the states brand sense of various grapheme designs in the context of dynamic composition. The characters in Nintendo'due south Mario games make for great examples for this application.

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Nintendo characters from left to right: Mario, Luigi, Wario, Bowser, and a Goomba

How would you depict Mario'due south personality? Perchance: dynamic, youthful, positive. It's therefore no surprise to find that everything about Mario's pattern is based on the circular concept -- from his spherical torso, to his round moustache.

Luigi's supportive, brotherly personality can also be evidenced in the verticality of his effigy, which references the rectangle in contrast to Mario'south round shape. While Wario -- and about every enemy inside the Mario universe -- is aligned to the ambitious triangle.

In actual fact, what we're looking at is the same graphic symbol! The artists at Nintendo take simply taken Mario's body and dialled the forms to be softer or sharper for different aesthetic furnishings based on the circle (Mario), foursquare (Luigi), and triangle (Wario).

Simply what if Mario, Luigi, and Wario indeed represented one character that dynamically changed over the course of a narrative? The question relates to the style that we treat character development in video games.

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Zelda: Ocarina of Time (1998), Nintendo

Accept a await at the screenshots from ane of my all-time favorite games, Zelda: Ocarina of Time (1998). The screen on the left depicts Link early in his quest, while the correct-side image shows Link afterwards you've helped him battle his mode through many dungeons and large dominate fights. How do we know that Link has grown in forcefulness and ability during the form of this game? The show is not where most would expect to find it -- in the physical advent of the character -- merely in the user-interface. Link on the left has fewer hearts and a single sword equipped; and Link on the right has more hearts and many more weapons and gadgets.

While user-interfaces make sense to experienced video game players, those unfamiliar with the medium rightfully look to encounter a visible modify in the primal graphic symbol -- as occurs with actors in theatre and movies. Video gaming's treatment of character development is the equivalent of an actor verbally stating, "I am now stronger and more confident!" while his posture and behavior remains the same.

To create realistic and emotionally richer narratives we must brainstorm treating video game characters as real people with a latitude of emotions. As the French Romantic painter, Eugene Delacroix (1798-1863), wrote on the topic of personalities:

"There may be 10 unlike people in ane [person], and sometimes all ten appear within a single hr."

- from The Journal of Eugene Delacroix

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Lord of the Rings Trilogy (2001-2003), directed by Peter Jackson, New Line Movie theatre

Delacroix'southward remark extends to narratives and the fact that characters never outset and finish in the same state. A narrative implies that a graphic symbol has gone through an emotional modify, which should exist made visible for viewers to comprehend. Frodo's character in the Lord of the Rings Trilogy, performed by Elijah Forest, illustrates how dynamic trunk language communicates his character's mental and concrete state: from mock indignation; to a fevered shuffle; panicked run; and an exhausted shock.

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Grumpy in Snow White and the 7 Dwarfs (1937), Disney. Sequence animated by Pecker Tytla.

Disney animators from blitheness'due south Golden Historic period not only made a point of agreement the emotions of the graphic symbol, but as well understanding what the character is thinking. A character expressing its thoughts and motivations instantly appeared more than lifelike.

The to a higher place sequence is featured in the must-accept volume, The Illusion of Life: Disney Animation (Disney Editions 1995) by Frank Thomas and Ollie Johnston, in which Grumpy has but received a proficient-bye kiss from Snow White. Notice how, from right to left, the aggressive angularity in his gestures soften to gentle curves equally his temper dissolves.

Such dynamic grapheme animations do appear in games like Resident Evil -- where the protagonist becomes physically dumb when poisoned or injured -- however this has more than to do with communicating the character's wellness stats -- much like a user-interface icon -- than an emotional purpose.

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Journey (2012), thatgamecompany

To date, the nigh successful game to limited the playable character's emotions through concrete gestures is thatgamecompany'southward, Journey (2012). In the opening sections of the game, the character has an upright posture and jumps freely and gracefully. But we witness a frail shift in the graphic symbol's physical state as we eventually guide it upward into the storm where it begins to hunch forward against the pounding winds.

Possibly thatgamecompany could have included graphic symbol animations that communicate a sense of fright for the darker underground levels where the player is first confronted past a threat from flight Guardians. This may take made the final flight under blue sky fifty-fifty more cathartic.

The fact that players have a strong emotional empathy for their on-screen avatars will allow game designers to bring more emotional subtlety to video game experiences through increased use of dynamic character shapes. A character'south shape can also exist adapted with a costume change; notwithstanding, its physical posture is the strongest and broadest visual inkling to their inner feelings.

This brings united states of america to another aspect of dynamic limerick associated with the character, and that is character animations in terms of spring arcs and lines of motion, which we'll explore in the adjacent department.


Graphic symbol Animations

The subtle gesture of a hand or movement of a character'south head are animations which are relatively indecipherable at low resolutions, or when the character is in motion. Animations that are visually more than comprehensible include character bound arcs and general lines of movement. Because character motility on this broader calibration tin be conveniently visualized as lines, we can consider how shaping such animations may impact the video game aesthetically.

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Journey, thatgamecompany

When a player presses the jump button in the opening levels of Journey, the character jumps gracefully beyond the screen (equally illustrated in a higher place).

The unsaid line that this jump arc creates -- fabricated explicit by the character's abaft scarf -- is aesthetically aligned to the circular composition in Vermeer's Diana and Her Companions.

Lookout man the video beneath -- featuring, Journey, Superbrothers: Sword and Sworcery (2011), and Vanquish (2010) -- and picture a light trail backside the characters equally each travels through its corresponding video game surroundings. Can you align the animations to the circumvolve, square, or triangle?

Y'all should find that the lines of movement communicate a diversity of emotions ranging from delicate and dynamic (curved lines); ho-hum and peaceful (straight uprights and horizontals); and aggressive (angular). In designing a character's movements it'due south vital to choose lines that complement the emotions you would like players to feel.

As with character shapes in the previous section, we also tend to design graphic symbol animations with one way of movement used consistently throughout the game. Video games beingness such a dynamic medium, there's no reason why we can't pattern experiences that take advantage of the whole range of possible animations to communicate more complex narratives.

A game'due south photographic camera motility relates closely to character blitheness -- especially in kickoff person games where it becomes the main tool for communicating the in-game characters land of mind. In a start person game, we must imagine that the camera represents the perspective of a living-breathing person, capable of feeling and expressing a whole range of emotions.

The video higher up illustrates two contrasting photographic camera animations: the gentler camera of Halo: Combat Evolved by Bungie, and the aggressive camera of Ballsy's Gears of War 3. Halo gives the histrion a feeling of smooth elegance (more so in the earlier games), elevating Master Chief above the edgier, and aggressive movements of the enemy. While Gears of War has an edgy and aggressive artful throughout -- implying that Delta Team and the Locust Horde are on the same moral level as each other.

These examples highlight the importance of camera animations in the context of dynamic composition. At present that we accept character shapes and animations covered, it's time to consider the character in relation to its environment.

Graphic symbol Shape Versus Environment Shape

A character'southward surroundings are a key function of dynamic composition considering the environment normally takes upwards much of the visual frame. (Please note that surroundings here also includes secondary characters and enemies.) We can reply emotionally to characters based on their shape and blitheness alone, however information technology's only once nosotros see characters in an surroundings that a narrative emerges.

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The illustrations above represent a grapheme (imperial) in an environment (green). A circular character in a circular environment (superlative-left) exhibits a sense of harmony considering the character's shape is echoed in its surroundings. The echo gives us a sense of home -- suggesting that here is where the grapheme belongs. We also become a sense of harmony if both the character and environment are square, or triangular (lower-right), although the change of primary shape gives u.s.a. a dissimilar artful sensation.

Nosotros get a sense of noise when graphic symbol and surroundings shapes contrast each other. A circular grapheme appears threatened when placed in an edgy environment (top-correct); while a triangular graphic symbol appears the threat in a soft and rounded environment (lower-left).

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Lord of the Rings Trilogy (2001-2003), directed past Peter Jackson, New Line Cinema

These concepts of harmony and dissonance can be seen in the Lord of the Rings Trilogy, where we have the good-natured Hobbits on one side of the shape spectrum of emotions. Everything well-nigh them references the innocent, youthful circle: from the curl of their hair; their rounded shoulders and shirt buttons; to the circular Hobbit holes; and even the curves of the landscape. At the other end of the shape spectrum we find Sauron, who is aligned to the aggressive triangle: from his sharp fingertips; to the triangular volcano on the landscape.

This dissimilarity of primary shapes allows united states of america to reduce the story of Lord of the Rings to an abstruse visual narrative using basic shapes, which sees the round Frodo and Samwise leave their circular home to journeying to a threatening, angular mural, before returning to the condom of home.

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Super Mario Galaxy (2007), Nintendo

Every bit with the Lord of the Rings moving picture trilogy, the Super Mario Milky way series of games can also be reduced to an abstruse visual narrative. We take the spherical Mario in his spherical world filled with triangular enemies. Information technology'south the player's role to aid Mario articulate the galaxy of triangles to restore a harmony between Mario and his domicile environment.

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Journey (2012), thatgamecompany

Journeying is a great example of grapheme-environment harmony using triangular forms, which are echoed in the playable character'south shape and throughout the landscape. Interestingly, the non-aggressive nature of the game'south experience could have been rendered using sugary, rounded forms, but the game's blueprint is all the ameliorate for going against conventions past creating a contrast between the graphic symbol's edgy course, and its fragile movements and bound arcs.

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Morf (2011), SOLARSKI STUDIO

Morf is a simple browser-based game that I developed to explore the emotional links betwixt character and environment shapes. Yous, the player, must guide a round character through two environments -- one circular, and the latter, precipitous. The surprise pending players is that, technically, both environments are identical -- information technology's only the superficial surface graphics that change. Yous can play the game by visiting my page.

I had the opportunity of testing Morf on both experienced gamers and non-gamers. Experienced players were naturally well-versed in the language of video games, and were therefore primarily concerned with testing the game'south rule organization: Tin can I jump higher if I run and spring? Can the grapheme die if I touch a spiked object?

Non-gamers, on the other hand, were acutely aware of the game's visual pattern. They would bump their manner through the round level without concern, but upon reaching the edgy leve (pictured above)50, they would spend an inordinate amount of fourth dimension carefully avoiding abrupt objects. When their character would accidentally land on a spike, they'd exclaim words similar "ouch!" -- words that we utilize when we hurt ourselves in reality. Nosotros should be very proud that video games tin can evoke such responses, since they're unique among artistic disciplines, and illustrate the player's strong empathy for their on-screen character.

This heightened emotional response from non-gamers suggests that in that location exists an even greater potential for artistic video games. Not-gamers -- representing a huge, and disregarded audience -- take a significantly lower business organization for the rules of a game (and an even smaller technical understanding), and are therefore more ready to append their disbelief and but feel. This should be a potent call to activity for developers to explore games that are not targeted at hardcore gamers.

We've looked at how character shapes, graphic symbol animations, and environment shapes can be shaped to influence the artful feel of a video game. Our analysis uses the emotionally charged master shapes -- the circumvolve, square, and triangle -- as a conceptual tool to brand sense of a wide variety of artistic styles and interactions. In the side by side section we will explore how pathways within a video game surroundings tin can too influence the emotional experience within the context of dynamic composition.


Pathways

The pathways within an environment -- only like the pathways in a park, or pavements in a city -- can readily be reduced to systems of lines. The shape of a path has a strong physical and emotional influence, which is the reason why pathways in parks tend to have leisurely curving shapes, for instance.

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Journeying (2012), thatgamecompany

Journey's opening level has no explicit pathways any. Nosotros can fittingly apply the concept of an open canvas to this level, if you imagine the character every bit the tip of a pencil or paintbrush. What the designers have done is to give players the freedom to depict their way through the environment in any way they wish.

However, the lines that players are able to draw have been restricted to one fashion that fits the artful experience -- with delicate gestures of the character, which we explored in the previous section on character animation.

The pathways in Journeying go more explicit and constrained as the narrative drops to the darker, moodier mid-point of the game -- thus creating an abstract narrative of freedom versus solitude.

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Halo 4 (2012), 343 Industries

We already looked at how Principal Chief's movements and in-game photographic camera distinguish themselves from the aggressive movements of Gears of War. Games in the Halo franchise farther differ themselves from many other first person shooters because they often characteristic rounded and organic pathways. Nosotros know from previous examples that rounded lines have a gentler aesthetic quality -- aligning themselves with the composition lines in Vermeer's Diana and Her Companions.

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Superbrothers: Sword & Sworcery EP (2011), Capybara Games

Moving forth the shape spectrum of emotions we come to the directly upright and horizontal lines plant in Superbrothers: Sword & Sworcery EP . Although conflict does characteristic in South:Southward&S EP, the game has a very tranquil aesthetic generated through a sensitive choice of surroundings shapes.

Imagine how dynamic the game would visually appear if all the trees in S:S&S EP were titled to one side, creating a chevron effect on account of the reflection in the water. As it stands, the game's sense of tranquility is, in part, created by the verticality of the background, and the horizontal and vertical pathways along which the character travels. For comparison, think back to vertical lines of Piero della Francesca'south The Baptism of Christ, in the earlier section on classical composition.

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Gears of War, Epic Games

If we brand an environs'south pathways athwart, the visual and interactive experience instantly becomes more than aggressive -- an aesthetic quality perfectly suited to the Gears of War franchise. Take a moment to consider how the pathways in the three-dimensional surroundings to a higher place reflect the athwart composition lines in Massacre of the Innocents past Rubens.

We've now examined the 4 aspects of dynamic composition that relate to the on-screen visuals of a video game. Collectively, these conceptual tools give us more control over a game's aesthetic experience, and permit us to create complex narratives. Earlier applying these techniques to game design, nosotros'll examine an aspect of video game aesthetics that is adequately unique to the medium as it relates to interactivity, which creates a form of artistic collaboration between a game's designers and the players.

Histrion Gestures

The elements of dynamic limerick that we've explored upwardly till now accept been restricted to visual images on screen -- images that respond to the actor'southward inputs. Therefore, to fully capeesh the aesthetics of video games we must also consider the functioning part of the player, which is closely aligned to that of the creative person.

Movement controllers are peculiarly useful at illustrating the role player's artistic interest in video games. Motility controllers include Microsoft's Kinect, Sony's PlayStation Movement, and Nintendo'due south Wii, and any input that allows players to control on-screen elements using physical gestures.

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Movement command mechanics that go beyond fitness and washing games are grossly underdeveloped, because their practical potential is massive. Never before has the role of the audience/player been so closely aligned to that of the creative person/game designer. Consider the following analogy:

Every traditional painting was constructed past an artist using various combinations of lines and shapes. Each line placed on the canvas required a physical gesture from the artist, which changed depending on whether the line was soft and delicate, or aggressive. Viewers of the artwork would then passively reply to the artist's aesthetic choices and brushwork by exploring the artwork visually.

The same is true of video games -- only the lines and shapes in video games are represented as dynamic elements, such every bit the spring arc of a grapheme. The player responds to these on-screen shapes in much the same estate as if they were looking at a painting. However, video games go i footstep further: upon creating a video game, the game'southward designers give creative control to the player through interaction, assuasive players to feel the very aforementioned sensations that a traditional artist would feel when painting.

To experience these creative gestures, compare the differing command sensations for 2 games that employ Nintendo's Wii Remote: Mario Kart Wii and Tron: Evolution. Mario Kart Wii's vehicle handling is more forgiving than Tron'due south Lite Cycles, which reference the abrupt turns seen in the original Disney picture show. The video higher up features both games, although I recommend really playing them to fully capeesh the effect.

The softer animations and tracks of Mario Kart Wii have the player tilting the controller using gentler physical gestures. The precipitous handling of Tron'due south Light Cycles means that players must use corresponding concrete gestures to control the vehicles.

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This linking of on-screen animations directly to the actor'southward physical gestures is an interaction unique to video games. My favorite metaphor for this artistic collaboration -- and 1 that I'1000 applying to one of my current video game projects -- is that of the player as music conductor.

In this metaphor, the orchestra playing a scripted slice of music represents a video game experience created by a squad of designers (the composers). The player (music conductor) activates the music, feeds information technology impulses, while responding to the music physically and emotionally.

Imagine yourself a music conductor waving a conductor's baton while listening to the three songs in the to a higher place video. What type of gestures would you make to conduct each piece of music? The gestures y'all create are closely related to the blazon of gestures that players tin exist prompted to perform when playing video games using motion controllers.

29_Mario_Gestures.jpg

Music, only like visual images, tin be conceptually reduced to circles, squares, and triangles. Each song and corresponding music conductor'due south gesture creates different artful sensations in the player. This combining of aesthetic elements allows us to re-imagine video games, such as Super Mario Bros., and conceptualize the jump arcs of Mario equally a melody that could be controlled with a movement controller.

Now that we have a good overview of video game aesthetics -- including character shape, graphic symbol animations, environment shape, and pathways -- and the histrion's part in the dynamic artwork, we tin become about applying our knowledge to aesthetic game design, and explore the possibilities of stronger collaborations between artists and game designers.


The Aesthetics of Game Design

This department explores game design from a gameplay perspective, in the sense of games as systems of rules. Gameplay also has aesthetic qualities if we conceptualize games as shapes. Key to this conceptual view is the understanding that games are vehicles for activating stories. Even traditional games like chess give players a purpose to deed upon, and construct their personal narrative within the play surface area. Today'south video games are capable of activating stories with infinitely more complex narrative structures, on account of the medium's dynamic and interactive properties.

Nosotros've seen through the above example of dynamic limerick that classical fine art, and video game art is linked by a common visual grammer. We must only consider how interactivity affects traditional blueprint principles to reveal these links. Video games are conspicuously not a revolution in art history, only an development.

30_Game_Shapes.jpg

The above illustration features three games -- piñata, hide and seek, and baseball game. The primary actor in each game has been highlighted in purple. The rules of each game dictate the shape of the play area, and the organization of participants. As nosotros know full well, shapes -- the circumvolve, square, and triangle -- have strong psychological furnishings on us, the viewers, so information technology's important to examine how a game'due south shape may influence players emotionally.

Piñata plants a single person in the middle of a circle defined by friends, family, and acquaintances. The circumvolve serves as a safe space of encouragement while the player blindly tries to striking the hanging piñata. The shape of hibernate and seek is very different because at that place is an absence of other players from the point of view of the seeker. Baseball has a very confrontational shape, from the point of view of the person batting, confronted by eight fielders facing her or his management.

If we were to aesthetically enhance each game -- manipulating camera angles, framing, animations, color, etc. -- we could, for instance, make hide and seek visually exude loneliness, much similar the lonely figures inhabiting Giorgio de Chirico paintings. We could so imagine combining all three of these games into one narrative, so that each game represents a narrative act. A actor of our hypothetical iii-human activity game could exist made to feel joy in Deed 1 (piñata), loneliness in Act ii (hide and seek), and assailment in Human activity iii (baseball).

31_Game_Design_Mario_Jumps.jpg

From the perspective of gameplay, we could besides design a new range of player animations -- inside the confines of each game's existing rule-set. Take, for case, the range of moves available to Mario in the original Super Mario Bros. game from Nintendo. Mario could achieve greater jump heights if he did a running jump.

Such blueprint choices were one time exclusively a question of gameplay, and not aesthetic choices, on account of gaming's technical limitations. But every bit nosotros saw in an before video -- featuring Journey, Superbrothers: Sword & Sworcery EP, and Beat -- game design and game fine art is now significantly more sophisticated, so that a character's available movements and actions tin can adhere to a game's rules, while also being aesthetically pleasing and varied.

For our iii act video game -- inspired by piñata, hide and seek, and baseball -- we could therefore take the playable characters dynamically change their shapes and animations between narrative acts. The dynamic and playful movements of Mario in Super Mario Galaxy could inspire the animations in Act one (piñata). Feelings of loneliness in Act two (hide and seek) could exist enhanced with animations referencing Superbrothers: Sword & Sworcery EP. The final confrontation in Deed 3 (baseball game) could take its atomic number 82 from Gears of War.

The results of this detail case would not necessarily make for an elegant artistic experience -- nevertheless this hypothetical game serves only as an instance for the aesthetic possibilities of gameplay that fully take advantage of dynamic design. No longer must we stick to the formula of designing games that follow a constant set up of rules, which is a concept rooted in traditional board game pattern. Armed with cognition of dynamic composition and traditional fine art principles, we can begin designing games based on aesthetic qualities, while additionally incorporating dynamic gameplay, to create experiences with more emotional depth.

Breaking Conventions

Because every aspect of a video game -- the visuals, interactions, and game design -- have aesthetic qualities, we can begin making stronger bridges betwixt the disciplines of game pattern and art if nosotros're to rival the traditional arts in creating meaningful and varied artistic experiences.

To create great, emotion-driven games nosotros must first each project by request the question: what is the emotional experience? Our misguided tendency is often to pb a game's design by its genre or style.

If nosotros do it right, nosotros can begin creating in-game narratives using the strengths of the medium -- without over-reliance on cut-scenes, dialogue, special effects, and user-interfaces. Interestingly, such a shift volition marshal video games closer to performance arts such as ballet, than flick, where movement and music (and interaction) alone tell a story. For this to happen the whole development team must exist versed in the concepts of dynamic composition. To summarize, dynamic composition is primarily concerned with:

  • Character shape
  • Character animations
  • Surround shape
  • Pathways

These unassumingly simple techniques requite us a common language with which to communicate beyond the various disciplines of fine art, game design, and programming found collectively in video game development.

The triangle in opposition to the circle has been a mutual theme throughout this article considering these two shapes represent a polarity on the shape spectrum of emotions -- much like black and white on the value calibration. Each shape is visually and psychologically distinct from the other. Such contrast is an essential component of storytelling, sparking conflict and action within the narrative, and an emotional conflict within the audition. Which is why, throughout art history, the circle and triangle accept been used abstractly to define two opposing forces.

Whichever shapes you choose for your game'due south characters, information technology'due south important to be aware of contrast as a narrative tool, and to be prepared to reverse the polarity of characters for dramatic upshot. Contrast also makes information technology easier for your audition to orientate itself on the emotional stage of the narrative.

Continue in mind that dynamic composition and chief shape concepts should not be used formulaically. Using your intuition and going against convention is more desirable. For instance, a grapheme that appears villainous in appearance, but turns out to be a hero, will surprise players, and make their feel emotionally richer and more than engaging.

I'll leave you with a quote from Christopher Vogler, advising how readers of his fantastic book -- The Author'due south Journeying: Mythic Structure for Writers -- should arroyo the hero's journey metaphor, which provides a similar conceptual function for narrative to that of dynamic composition for game art and game pattern:

"If you lot get lost, refer to the metaphor as yous would cheque a map on a journey. Just don't mistake the map for the journeying. You lot don't drive with a map pasted to your windshield. Yous consult information technology before setting out or when you get disorientated. The joy of a journey is not reading or following a map, but exploring unknown places and wandering off the map at present and then. It'southward only past getting creatively lost, beyond the boundaries of tradition, that new discoveries tin can be made."

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Drawing Nuts and Video Game Fine art: Classic to Cutting Border Art Techniques for Winning Video Game Design is bachelor on Amazon and Barnes & Noble.

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Source: https://www.gamedeveloper.com/design/the-aesthetics-of-game-art-and-game-design

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