Thursday, December 18, 2008

Little bit on art Part2...

I guess I last left off talking a bit about our considerations when trying to create something interesting for our game visuals. A little time has past and the team has had a bit of discussion on the mood and setting of the game so i guess it's time to talk a bit about our art direction.

The main focus will be to create practical art: Focusing on the silhouettes that communicate to the player the threat and capability of enemies. Generally we want our art direction to directly influence the flow of game play.






Teamfortress 2 (Valve,2007) - Silhouettes that tell us a lot about the characters and how they're going to fight!


The Godfather (Directed:Francis Ford Coppola,1972) - Gordon Willis (cinematographer) displays a great use of chiaroscuro effects using black and white to create focus and mood.

Our world's architecture and visual appeal revolves around the 1930s and how the 1930s is displayed in movies (like the Godfather). Looking at illustrators of the time (J.C Leyendecker) and illustrators from our generation who have similar visual style (J.P Alvares Ruas), qualities can be identified to help us craft our characters with the distinct shape we want (slick, sharp lines, clean shading and strong silhouettes).



Batman: The animated series (Warner Bros,1992) - 1930s art deco styled buildings, with strong chiaroscuro effects.

Extra reference:
http://souvlaki.jp-ar.org/ - J.P Alvares Ruas

This doesn't conclude where our style is going, but I'm out of time for this entry :(
Be back soon with part3.

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