how do art styles for game environments influence its ... · to start off, a game environment is a...
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How do art styles for game environments
influence its audience. The aim for my essay, is to research into the different gaming environments
and their art styles and how they influence their audience, hoping this will
benefit me for my professional practice module, I am currently creating a
prototype of a horror puzzle game, and to understand the different art styles in
depth and what makes a game environment attractive. A goal for this essay is
to research into three different art styles which include researching, into low
and high poly games, and discussing cartoonish, semi-realistic and realistic art
styles, that are created and designed for game environments.
Researching into the art styles in game environments their colours, textures
and lighting different artists use for their games they work within different art
styles. To exploring different artistic styles is something that having come to
love, and enjoy reading with a passion and why and how they influence
consumers. The psychological element in game environments is quite
fascinating to me, and I wish to research into how different shapes and styles
work within each other, to create and design the perfect environment. Hoping
that this side of the research help me understand the concept of harmony and
how we as people view different shapes.
The primary research consists on interviewing, fellow environment artists and
asking them to give their opinion on the specific questions asked. Being a
gamer myself and having found environments fascinating and very addictive
and how art styles, change in different genres. Comparing my work to Clinton
Crumpler’s work in detail to help improve my work. Looking into observations
of the lighting he uses and the different textures and environments he has
created. The Research will include more environment artists but Crumpler’s
work is a priority, which is why focusing on him is of great importance for this
essay.
Researching into different art styles, focusing on the differences between
cartoonish styles and a more realistic style why they are designed in that way.
Feeling it is necessary to understand each style of art, hoping this will improve
the textures I create. For the secondary research, using a range of source
material which include google scholar, google and borrowing a book from the
library called game and architecture design to which has a good chapter on
game environments and commercialization.
This research will lead to the final outcome for this module, which is to
experiment in 3ds max by creating and designing a small environment and
using my research, on the different styles and evaluating the work by
comparing the design with the discovered research.
To start off, a game environment is a cg integrated development, which is used
to create and design games, and is developed through a game engine. Modern
game environments and it’s many uses of lighting and texturing, the beautiful
exotic atmosphere that is introduced to be explored is why game
environments are attractive to gamers. (Andy Kelly, 2014)
When thinking about an environment the things that come to mind the most
are interactivity, sound, art styles, the feel, the atmosphere, and the ambience.
The understanding of a game environment is to explore and to make the game
more interactive, this is even if the game is level based or open world. They
can include assets, buildings, interiors, exteriors and with different textures
and art styles available, an artist can create and design an environment from
different eras and using different art styles that can help and benefit the
commercialisation for that game.
Clinton Crumpler is a renowned 3D artist who has been in industry for six years
and has worked on game development and gaming environments, has recently
said that the most important part of an environment is the lighting and no
matter how good the model or the textures are, the lighting is what gives an
environment that edge. (Clinton Crumpler, 2016)
The theory is, that the feeling and lighting is designed for game environment is
of tremendous importance. From experience, environments in horror games
tend to focus the ambience being quite dark, and sometimes with limited
lighting there is build up for the suspense or a jump scare, but not all games
focus on lighting, to build up suspense, as it is noted in games such as Resident
Evil where they use camera angles, and music, the focus to its ambience.
There are many art styles that are used in various game environments, and
they don’t necessarily need to be console or pc based games as mobile or app
games, have also been given a huge boost in the industry due to the ability of
being able to play them out in the open.
Having discovered that these games on different platforms have something in
common, and that is they follow the same principals of game design.
Per Micael Nyberg stated, there are many ways an art style can contribute to a
game environment, in 2D style games, the art style tends to be cartoonish and
graphically, it can never match a game that is developed through a 3D engine
and due to the limited interactivity, some 2D
game developers focus more on the game’s
visual style.
A game that is aimed at children, will always have an environment that will
have a learning aim, using puzzles, colours and different shapes to intrigue its
users. The visuals will be bright and vibrant, with the interactivity being based
on a teaching aspect. (Per Micael Nyberg, 2011)
The psychological value, also contributes, as a game is really an escape from
the world we live in (Jamie Madigan, 2010). It plays a big role in the different
art styles used as we all see things differently. Architecture, colours, textures,
these are examples of how psychology is used in different art styles. The
interactivity some open world games offer, operating machinery,
communication with NPC and messing around with physics is all very attractive
which can make the difference to what makes an environment.
The psychology of survival instincts, are very valuable to creating and designing
a game environment. Level design, is about creating and designing, spaces that
create danger, that is pleasurable to battle and overcome. (Christopher Totten,
2016) The whole point of a game level, is to create tension by exploiting
human’s survival instincts. How we see and visualise the art styles behind the
different spaces is outstanding. The theory that the mind is capable to read
through different spaces and evaluate the situation the gamer is in depending
on the space the level is set at. Noticing that each genre, use a specific level
environment to demonstrate the amount of tension, that the gamer will
experience, is interesting to a degree where the whole concept of a game, is
more than textured geometry with really good lighting.
Geo Norris who is a tutor who teaches 3D at The Manchester College, gave his
opinion on this theory. In his interview he mentions how he believes lighting
gives an environment a reason to exist and explore. Discussing how colours are
crucial to the art style a 3D artists tries to create. Lighting gives a scene the real
feel (Geo Norris, 2016). He feels as an artist the harmony in the scene, is based
on shapes an artist’s uses for his environment, this backs up the point of the
psychological value of understanding the importance of shapes within different
art styles.
The question is, do art styles contribute to the feel of a game and if so how?
Researching into this topic and getting an insight into gamer’s thoughts and
what they look for when purchasing a game. The understanding of an art style,
is that they are supposed to play a huge role, for the feel of an environment,
and from a gamers point of view, they can determine whether or not to buy a
specific game. Looking at the Reddit blog, discovering that most gamers focus
on different art styles especially when purchasing an open world game. (Reddit
User, QuesoFresh, 2016)
After discovering the importance of lighting, the point of this section is to
discover the importance of texturing and if they influence not only an art style
but a game environment in general. Does an environment need to be heavy on
textures and do gamers care? These are the questions that will be answered in
this section.
David Hellman, is an art director, and a game developer he has recently stated
that specific textures and art styles gives a game an identity (David Hellman,
2016)
This is a 2D game known as Braid, created and designed by David Hallman, in
2006. The art style for Braid is designed specifically so that audience can
engage with the environment. Visually
the spikes, ladders and block style
theme, are there to communicate
with the audience, and these areas
are meant to be useful rather than
attractive.
Strangely it is known that some
games are created and designed
without using any textures. This art
style is known as “textureless” and
relies on shading to deliver its style.
(Tomas Sala, 2014) Tomas Sala is a 3D
artist who creates game
environments and he is famed for mainstreaming this art style known as “pure
3D”.
The art style for this game is based on solid colours, gradients and lighting.
Tomas, compares this style to pixel art, which is another art style which is used
for 2D based games and is also used in some 3D games, Minecraft is a good
example of 3D pixel art style. He states how pixel art made him aware, of how
you can take any visual tech and infuse it its purest. Understanding why this is
a reliable art style in the industry, you do not waste time unwrapping your
models and texturing removes a huge part in the development process, this is
a valid argument and to compensate for the lack of context the need to re
adjust the 3D models and shaders is quite time consuming. This is backed up
by Tomas Sala a 3D artists who focuses on textureless games.
The controversial No Man’s Sky by Sean Murray, released in 2016, is a 3D open
world game, that is textureless and is one of the games out there that has
been commercially successful, whether or not, it is due to the fact of its
environment appearance or its attractive open world gameplay is yet to be
discovered.
The Witness by Jonathan Blow is an open world/puzzle game released in 2016
and uses a textureless art style.
There seems to be a pattern between textureless environments and open
world games and so far, not being able to find any game environments that
relate to this art style, and that are not story driven. Feeling that the lack of
textures need to be compensated, by the games levels interactivity, and the
developers focus on other methods to communicate with its audience.
An environment does not necessarily need textures to give feeling to a scene,
although it is important to give an environment its identity, this proves that art
styles are not to rely solely on its textures, and there is more than one way to
give your environment an identity, and a purpose to matter.
Overall the findings on whether or not textures influence art styles, and a
gaining commercial success, is all down to how the game communicates to its
audience, and although lighting has a huge role to play in a gaming
environment, we cannot lose sight into what textures can also contribute to a
game, after all David Hellman once said, that lighting gives your models a
reason to matter while textures give the scene its identity. The importance on
lighting and texturing, and their influences, within different art styles is crucial
to the development of gaming environments. (David Hellman, 2006)
Ambience is usually an undervalued area of a video game, a quote by Robert
Bridgett in 2013. It is an area where sound effects, music and dialogue all come
into effect.
Although dialogue is not a big part of an environment, it can also contribute to
surroundings of an area and its art style. This is contributed by the ambience
the art style it is reflected by. For example if the art style is cartoonish then the
sound will be quite high pitched, and the lighting tends to be quite bright.
Sound and audio offer another perspective of how to visualise and
communicate in a gaming environments. Sound has always been a major
component of game design, and with the popular trend to create music
gameplay there seems to be a lack of audio exploration (Aaron Oldeburg,
2013).
Blogger Stephen Totilo, has stated that sound is not an important aspect to
designing a game. His experience on the topic is based on how he has seen
gamers play video games with the sound turned off, and he saw how gamers
tend to focus more on the game mechanics and interactivity rather than
sound. (Stephen Totilo, 2011)
This gives a balanced argument that audio is an important part to developing a
gaming environment, it may be more important to some games than others.
The findings suggest that in audio it is more efficient in mainstream video
game platforms for example, the ps4, Xbox or PC and suggested that mobile
app games do not necessarily need audio.
He also stated that he feels gamers disrespect the artistic value of a game by
not listening to music or atmospheric sounds while playing the game.
According to Rev Dr Bradley Mayer who is an audio director with more than 18
years of experience, has said when creating an environment that sound is one
the top most important aspects to a game. When creating a 3D gaming
environment, asking how is it going to feel? What will it sound like? He feels
that a lot of game developers don’t focus enough on audio, and that is how
their games don’t become mainstream. (Rev Dr Bradley Mayer, 2016)
Discovering the balance between the need of atmospheric effects is quiet
interesting, due to the proven nature of how game developers utilize sound in
their games, noticing that not all games have to rely on sound for the perfect
game, but it will need some support to give a game not only identity but a
purpose. The feel of a game is not just by its interactivity but also through
sound and really to create more realism.
The selling standpoint for marketing a game is a fascinating subject due to the
fact, which so many games are made, created, designed and marketed yearly
for gamers worldwide, and the competitive nature of indie and mainstream
games are ever more so.
“The basis of any video game is in its marketing” a quote by James Batchelor.
All it takes is one moment, one eye catching scene from the games trailer to
ignite that spark that turns a game from indie to mainstream. Disputing that a
game needs to be perfect, and complete for it to be a commercial success is a
valid argument, but with recent stories of
games having success and not being
completed proves this theory incorrect. All
games now have some element of an online
multiplayer presence, and consoles rely
heavily on internet access to what game
developers also rely on to patch and update
their game once released. According to
internet live stats 40% of the world
population have internet access that is 3.5
billion people, which is why developers have
decided to rely on online marketing
techniques by including advertisements in
game environments and game trailers. (James
Batchelor, 2013)
When advertisements in games are done correctly, games can be incredibly
receptive. (Jack Wallington, 2011)
Different art styles, play an important role, in how marketing is managed for
video games due to everyone having different tastes and styles they like. This
is why a lot of research goes into finding information about the audience the
game is being sold to.
Sound is an interesting aspect to how a game is marketed, as we have always
had the ability of using various methods of communication. Tom Hoggings who
is a video games editor suggested that video games should be heard and not
just seen, and it is an interesting theory because a game is supposed to be an
An example of in game advertisement and marketing techniques
escape from reality, and to sell a product based on this theory would be aiming
a 3D gaming environment based on its surroundings and interactivity. While on
most occasions, sound in a video game trailer, seems to be one of the most
important aspects to selling a game, as it adds more emotion and identity to
that game. (Tom Hoggings, 2013)
There seems to be a heavy difference on marketing indie games to the
marketing of mainstream games. The Indie scene rely on their games going
viral, and sometimes even release the game for free, and this way they will
earn money through in game advertisements.
The conclusion consists, games are marketed to various audiences around the
world, and how exactly are they marketed is a good question, as they seem to
be marketed differently based on the type of game, developers try to sell.
Developing a game is more than just creating 3D assets, the amount of
research that goes into the discovery of different cultures, is worth the effort,
due to the attention to detail that games rely on when creating a culture based
art style and using that as a selling point for their gaming environments.
There is a huge difference in my work and Clinton Crumpler’s work. It is
strange that I am able to even compare my work to his, as he has been in the
industry for over 6 years and I am just finishing my BA. Being an admirer of his
work for almost a year and half now, to say that his work is good would be an
understatement, as his use of lighting in his scenes is extravagant. I am used to
creating photorealistic renders using V-ray and it is only now, I have started to
use Unreal Engine to create a gaming environment. Strangely enough it is the
same software Clinton uses to create and render out his work only finding this
out when I discovered an article of him being interviewed, and he suggest that
game designers should take advantage, and use this amazing and free
software.
This is a scene I modelled, textured and rendered and you can see the
differences. The difference in lighting is noticeable because of the amount of
time and effort Clinton has put in to get lighting spot on. One of the topics
Clinton mentioned when interviewing him, stating that lighting is probably the
most aspect to any environment, and you can identify his work just by looking
at the lighting he uses. His work is the type of environments I would like to
create and model and render in the future, and the more confidence I have the
more I believe to achieve this goal. His modelling is quite hard surfaced similar
to my style, although I sometimes lack creativity I always thought that
modelling interiors or environments would limit my creativity, but seeing
Clintons work and the amount of work, care and respect he has for what he
creates is admiring. His texturing is what I also love about his work, seeing how
much attention to detail his projects consist of.
To conclude, the importance of the use of light in an environment is of grave
importance, and learning of the psychological element into art styles and how
much time and patience is needed to build a game, let alone design one and
try to sell it. The reason why I chose to research into the psychology of
environments, was to get an insight into why and how we feel fear and anger,
when playing a game. As someone who plays games, it is strange to think that
every game plays with our instincts and emotions, and I would like to include
this aspect to the game I am creating, for my professional practice and
hopefully my final major project. Realising how art styles are entwined with
shapes, colours and cultures all these elements, that influence our generation
of game development is influential. Knowing very little on game environment
in general, only knowing that when playing an open world game, enjoying the
freedom but never knowing why. The understanding of how games are
marketed to certain areas around the world, the different marketing
techniques developers use, the importance of sound, not just in a 3D
environment but also in trailers. Learning about why lighting is so powerful and
why so many game developers rely on lighting to produce their ultimate
environment. I feel that I have learnt a lot in reading sources and books and
interviewing some wonderful artists can only benefit my work in the future.
Clinton Crumplers Gear Of Wars Environment
Livingroom Scene I Modelled, textured and rendered
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