Art direction is a major part of any game project. As a games are primarily something we see and hear, it is important that its aesthetic encapsulates the feel of the game, and art direction is the sum of these visual decisions. An Art director has an entirely creative roll, but it does not equal that every game must follow the most beautiful, most modern graphics to be considered visually stunning game. Sometime things just work out themselves. One of the most important aspects of art direction is the fact that is is not limited by technology. Much like in the world of films, the newest technology does not equal the most immerse experience.
Limbo was definitely a good example of how minimalistic and simple game in graphic terms can be, yet working so perfectly and giving it amazing atmosphere. It should be remembered that different games of different art styles will give us different feeling to it, and it's not always about the sparkling, shiny, majestic castles. Certain trends arise in the gaming world, and one of the recent(ish) visual trends seems to be a leaning towards grungry, dark, grey artistic directions. Because of this, it possible for a game to regain some uniqueness by appearing visually distinct. Borderlands opted for a cell-shaded style to differentiate it from the crowd, a style which also helps to enforce the games over-the-top, humorous and unrealistic gameplay. In this way, the visual style of a game must compliment the overall mood that a game is trying to set.
Art directors is where it stands, they should give the concept and describe their ideas well in order for the artists to visualise it and bring things to life. It is important role and it is what partially makes video games good. So how does it do in comparison to movie industry? Funnily they are pretty much the same thing. Games allow more control over the style, yes, but in terms of light, vibrancy and colours they are both managed in the same way. An art director must think in much the same way as film director- lighting, scale and aesthetic design are all aspects that affect the art direction of the game.
Every game can aim for something different to their siblings. When creating a scary game, whenever it is amnesia, slenderman or FEAR, the basics are kept the same. Games like that will be dark, cold, setting the atmosphere of feeling uneasy. Colour spectrum of dark reds, blacks, greys, blues. The setting of the place will be what we know from books or movies. Old abandoned castles, forests, factories, hospitals. Just as it would be very difficult to create a compelling and fearsome environment without a good art direction, the same can be said for a more family-oriented game like a platformer (such as rayman) which tend to use brighter colours and less realistic designs. It tends to be the first thing we notice about a game, and whilst we shouldn't judge a game on its graphical fidelity, its art direction has a lot to say about the experience of the game as a whole.



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