Thursday 15 May 2014

Essay Notes

As my project slowly began to drift away from the exploration of polished 2D art assets for game development and began to specifically focus on establishing an art direction for a 2D fighting game, particularly in regards to character design, it was advised I change my research question.
As a result I have changed my research question to:

"
What methods are used to establish an effective and appropriate visual style for a 2D fighting game?"
The following contains notes for the structure of my essay and reference materials researched throughout the year that informed my project. 



Contents


1. Introduction


2. Research

2.1 Fighting game genre general background and current state.
2.2 Art Styles Typically Used in 2D Game Development
2.3 Art Styles Typically Used for Particular Target Audiences

3. Methodology3.1 Visual research
3.2 Character Design
3.3 Environment Design
3.4 Graphic Design

4. Conclusion

5. References

6. Bibliography


 


2. Research


2.1 Fighting game genre general background and current state.

 
- Skullgirls critisised as "anime fan service because of the inclusion of "panty flashes" and huge breasts."
-Yin-Poole, W. 2011. [online]. Available from: http://www.eurogamer.net/articles/2011-12-07-skullgirls-sexism-complaints-are-misplaced-and-shallow-chivalry [Accessed 26 March 2014].

Dead or Alive
-"Tina Armstrong, a player character in the Dead or Alive fighting game, is described to have joined the fighting tournament in hopes of becoming discovered as an actress or supermodel. Not only does this description make for an over sexualized and unfavorable player character for a combat game, but Tina’s character is a legitimate disadvantage in the second round of the game, where her father joins the tournament to defeat her and put an end to her dream."
-Zobel De Ayala, E. 2014. [online]. Available from: http://bluestockingsmag.com/2014/05/08/feat-img-damsels-in-distress-sexist-portrayals-of-women-in-video-games/ [Accessed 26 March 2014].


2D Fighting Games
- Blazblue: calamity trigger. 2008. [digital download, disc]. PC, Sony Playstation 3, Sony Playstation Vita, Xbox 360. Arc System Works.
-Darkstakers: resurrection. 2013. [digital download]. Sony Playstation 3, Xbox 360. Iron Galaxy Studios.
-Skullgirls.  2012. [digital download, disc]. Sony Playstation 3, Xbox 360. Lab Zero Games, Reverge Labs.


2.2 Typical art styles in the use of 2D game development 

-Painterly; vector; cel-shading; pixel
-Examples of painterly art style include Bastion (Supergiant Games, 2011), Rayman Legends (Ubisoft Montpellier, 2013.)
- Bastion. 2011. [digital download]. iOS, PC, Xbox Live Arcade. Supergiant Games.
-Rayman Legends. 2013. [disc]. PC, Nintendo Wii U, Sony Playstation 3, Sony Playstation 4,Sony Playstation Vita, Xbox 360, Xbox One. Ubisoft Montpellier.
-Examples of vector art style include Moshi Monsters (2007, Mind Candy), Candy Crush Saga (2012, King) and Outernaughts (Insomniac Games, 2012.)-Moshi Monsters.  2007. [online]. Browser. Mind Candy.
-Candy Crush Saga. 2012. [digital download, online]. Android, iOS, Facebook. King.
-Outernaughts. 2012. [online]. Facebook. Insomniac Games.

-Examples of cel-shaded art style include Skullgirls (2012, Lab Zero Games, Reverge Labs) and Castle Crashers (2008, The Behemoth.)
- Skullgirls.  2012. [digital download, disc]. Sony Playstation 3, Xbox 360. Lab Zero Games, Reverge Labs.
- Castle Crashers. 2008. [digital download]. PC, Sony Playstation Network, Xbox Live Arcade. The Behemoth.

-Examples of pixel art style include Hotline Miami (Dennaton Games, 2012), Scott Pilgrim Vs The World: The Game (Ubisoft Montreal, 2010) and Fez
-Hotline Miami. 2012. [digital download]. PC
-Scott Pilgrim vs the world: the game. 2010. [digital download]. Sony Playstation Network, Xbox Live Arcade. Ubisoft Montreal. 

2.3. Art Styles Typically Used for Particular Target Audiences3. Methodology

3.1 Visual Research

Importance of referencing "
Using reference images is very important, it has always been. They do help train your eyes to understand the complexity of values, shapes, light and colors. You can definitely improve your art through observation."
http://www.thegnomonworkshop.com/store/product/347/#.U29z5_ldXA8


Importance of researching to improve your visual library 
https://www.youtube.com/watch?v=dnflBERf2zM

Mood boards
Mood boards are a technique borrowed from the advertising industry, collecting reference material and inspiration."The important factor is that this material is not only gathered but exploited fully in developing an exciting game proposal." (p.90 The Computer Game Design Course)

3.2 Character Design

"Character design doesn’t have a universal standard creation process...however there still are basic principles that can be followed"
http://www.thegnomonworkshop.com/store/product/347/#.U29z5_ldXA8


3.2.1 Silhouetting and Sketching
-Initial sketches can be used  "as a way to get all the cliche and preconceived ideas out of [the] system" (p.14 The Skillful Huntsman)

-Silhouettes should be "easily distinguishable and have a strong suggestion of personality without the need for supporting details." (p.199 Drawing Basics and Video Game Art)

"once the basic silhouette is established, the next stage is rough sketching.  These drawings are larger so the smaller details can be given more attention...  Everything the character carries can help tell a story about him.  Story suggests design" (p26 Skillful Hunstman) connection of story and design important  large amount of drawings can explore many possibilities.  Take best elements from silhouettes forward.


3.2.2 Feedback
Feedback at each pass from team/peers
"Effective communication enables team members to work together and achieve the
team’s purpose and targets despite Time/Space differences"
http://www.thegnomonworkshop.com/store/product/347/#.U29z5_ldXA8

Presenting work regularly to team members means "key concepts can be refined through quick iterations and team feedback before precious time is spent on details and polish." (p.189 Drawing Basics and Video Game Art)

3.2.3 Value and colour

dota 2 character art guide
http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf

Importance of colour


3.3 Environment Design

"The process of creating environments... is very much the same as the process for character design" (p.203 Drawing Basics and Video Game Art)

Shapes you choose for your environment will influence whether the area feels welcoming, neutral or hostile.

Thumbnailing/silhouetting
"quick thumbnail-sketching technique is fast and easy to do because you eliminate the thought needed to draw interesting compositions and perspectives...  After you have discovered a few new forms you can integrate them in to a composition" (Skillfull huntsman p.58)

Don't over do detail
"it's impossible for the human eye to focus on two separate, receding planes at the same time... pick a focal point where you'll place your details. (p.66)

3.4
Graphic Design and Game User Interface


3.4.1 Graphic Design
"readability is priority" pg 161 Graphic Design rule

Colour psychology should be explored and sould be used to create tension
p 190 and 209

branding and logo design - 
http://www.webdesignerdepot.com/2013/03/4-essential-rules-of-effective-logo-design/


3.4.2 Game User InterfaceUser interface is one of the most crtical elements of the game

http://www.gamasutra.com/view/feature/132499/upping_your_games_usability.php?print=1

Fighting games use non-diegetic ui
http://gamasutra.com/blogs/AnthonyStonehouse/20140227/211823/User_interface_design_in_video_games.php

Good UI should:
http://gamedevelopment.tutsplus.com/tutorials/game-ui-by-example-a-crash-course-in-the-good-and-bad--gamedev-3943
"Understand the user's primary needs and features, and scrape away the excess,"

http://www.creativebloq.com/web-design-tips/tips-ui-design-123474

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