Sunday, 11 May 2014

Elements of game design, part six: Visual composition



Recently, I got critted on one of my Abbey Park digital paintings, It was a study of a certain scene, copied from a photo, I had been told the scene didn’t make sense and there were no main features.

https://scontent-a-lhr.xx.fbcdn.net/hphotos-ash3/t31.0-8/p720x720/1275923_236249256530156_767131730_o.jpg

It made me realise, that I forgot I was an Artist. As stupid as that sounds, yes, I’m an artist, I can’t just copy photos and hope for the best, I need to composite my own scene, only using elements of what I’ve seen, like the old masters did with their paintings and masterpieces. Though even with all of their iterative processes, they are still using their own instinct, their “artistic eye” to decide what would fit and look best to them.

Mastery of composition is crucial if I want to be a great artist. Sure I copy a photo and create amazing photorealistic paintings, but if there is no composition, planning or any thought put into it, it’s kind of a waste, it’s good for experience for painting and drawing etc, but the actual painting will have a void and no meaning/ purpose.  If I want to succeed in creating a good visual piece of artwork, I need to be able to convey the key elements of a scene in an intelligent way.

So, what are these principles that many artists and the classical masters use?

Well after doing some googling, I came across 2 very easy to understand pages which explains the elements and principles of design very well:

http://www.johnlovett.com/test.htm - Both elements and principles of design


The elements of design can be broken into Line, Shape, Direction, Size, Texture, Colour and Value.
They are the basic building blocks to what the visual components in a drawing or painting would be.

Whereas the principles in which these elements are used in is more important in my opinion, as I discussed above, an amazing photorealistic painting is nothing if there is no thought or time put into composing the elements of the painting.

These principles can be broken down into Balance, Proportion/Contrast, Rhythm/Harmony, Emphasis/Dominance and Unity.

It’s a problem solving activity trying to juggle all these principles with your elements to create amazing pieces of artwork. They aren’t called masters for anything, after reading the 2 articles above It kind of opened my eyes to how much thought and time they must have put into their masterpieces.
 

In a game, it is even more complicated as there are dynamic elements as well, the player will have to interact with the environment, and to compose an artistic scene and experience for the player at the same time, is almost like working on a movie but with a bit more freedom and more to think about.
 With film the director controls literally every shot and scene that the audience will see, whereas in a game, the player can look wherever they want. So there are less limiting factors but more visual elements needed to make the scene look compelling.


Creating an environment in a game is a bit more complicated, though it still can use the principles of design as mentioned above, sure you can just put your assets wherever you want in your scene, but it won’t have any impact or look good at all, even if the individual assets are extremely well done.
Now that I think about the games I’ve played and the environments that I remember from them, they do follow these principles, I never realised until now how awesome that is

https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPWdJ-QHOlJaPalTciGyqP8ahZbLRmlQUWmHymftaW9_d-BY2LN0vPkjExonjRgUzURLTamDXpWTPupobe03OmZzUU68hTwGNFGZwK2EhaOdrG1jactRrqLXqnh6d9MA9ciOJhcnm-9qk/s1600/TESV+2011-11-22+22-49-23-66.JPG
Elder Scrolls: Skyrim

I recently read an article on Gamasutra on visual composition in games:

http://www.gamasutra.com/view/feature/185676/the_aesthetics_of_game_art_and_.php?print=1

It’s an interesting and relevant on the visual aspect of video games, essentially it says video games also rely on the same design principles as used by classical artists and painters and gives a few examples of how and where these principles have been used and that how understanding more about these techniques and principles leads to a richer game experience.

It talks about how they have been used in environments, characters, the pathways that are in the games, even the UI and how it evolves as you progress through certain games.

Creating Maps and levels with these techniques

I’m certainly going to try and use these techniques in my visual design work, and even the group project that we will have. It will be hard to employ but why not start now so I have a lot of time to improve.

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