Thursday, 20 September 2012
Photorealistic
This style is attempting to recreate the world as we see it, to be as realistic as possible, this includes making realistic lighting and textures. This style is used a lot in modern games which use 3D models to create the realism as they attempt to create objects with real form and shadows. This is an example of a photo-realistic game, you can tell this by the intricate details on the gun and the environment which give it a realistic edge.
Abstract Game Art Styles
This is a style that doesn't usually fit under any existing style, it means that the designers have done their own thing and make something that is unique. This can still coincide with other art styles and make, for example, a photorealisic abstract art style. This is an example of an abstract art style, you can tell this by looking at the picture an noticing that it isn't made of 3D models that make up most games. But rather made of 2D images that are darkened and given some depth which makes this stand out.
Interface graphics
Interface art applies to the various menus and interfaces found through out the game, ranging from options menus to maps, these need to look appealing, clear to purpose and must have a reason for being where it is. An example of a bad interface for combat would be not having a health bar in an easy to see position, an example of a good one would be having it in an obvious place where it can easily be seen while also fighting.
User interfaces can be either 2D or 3D based on the style of the game. This pictures shows the interface for the game Starcraft 2, as it can be seen the user interface is in 3D layout and its colour scheme is chosen to match the area where the game is based as well as the genre of the game.
Print Media Art
These are things such as posters and box art, which can be used for marketing. Print media art is essentially any sort of material that applies to a game in the form of a print. The aim of this type of graphic is to look appealing and draw people it to buy it, this is achieved through use of colours, different techniques of drawing styles and sometimes writing. Such as this box art which clearly shows this, It has a large title that has the effect that it is shooting out at you, which makes it attract the eye. You can also see that when you look at this item of print media, the eye is instantly drawn to the lightsaber blade which is the focal point of this box art.
Thursday, 13 September 2012
Pixel Art
Pixel art is mainly seen in older 8 bit or 16 bit games such as Mario in its early years.
This type of art can be used to give the illusion of 3D based on the perspective of the viewer while actively remaining 2D such as in the game theme hospital. Pixel art is also used for sprite art and for pixel-ed characters in slider games.
Concept art
Concept art is used in the planning stages of a game, this can be used as a suggestion to a high ranking designer for opinions on an initial design to help cut down costs of modelling and reduce the chance of it being rejected. This can also help people such as texture artists prepare textures for the model when it comes to putting the textures on.
This example is a Terantatek from the game Star Wars: The Old Republic. As you can see this has been drawn to show the motion of walking as well as the overall design of the creature, this will then help the designers and animators to create the creature as imagined.
Texture Art
Texture art is essentially the art of wrapping a 2D image around a 3D object to give it colour.
The textured used for this can be made from scratch or made from a mixture of existing ones edited together.
These need to look appealing as they make up around 99% of the visual experience. This can be seen when playing a game as all things within the game world will be textured to make them look as intended.
This is an example of a texture, this can be applied to an object and then mapped into position.
Background Art
Background art is the images that can been seen in the background of game, such as, on a skyline, you can see the buildings in the foreground but the background will be composed of an image plane with an image of the rest of the skyline to cut down on unnecessary polygon counts and designing. This can apply to 2d and 3d games and the difference being that in 2d games the the image plane is attached to the foreground and has limitations when it comes to movement.
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