The week before christmas the tutors asked us to come up with a character. Through its body language and clothing we had to show the evil in the character.
My first though was to make a snow queen but then I thought that idea wasn't orginial at all so I decided to make a phychotic character. It would add realism, which I liked.
This were some of my first sketches. I wanted to capture a crazy look yet normal look for her.
I also looked at body postuures and this way, slowly define the personality of the character.
Next, the clothing. My first sketch included a skirt and armour as well but I decided to keep it simple. Something comfortable so that she would be able to move discretely and quick.
She carries daggers and knifes on both sides of her legs for an easier access.
This was the final outcome. I did a colour test in photoshop before moving onto acrylic paint.
Since it was a christmas evil character I believed green and red had to be present. I think the colours combined pretty well all together. I also added fluff to the hood in the end.
I enjoyed this project.
For the first time I was able to do something I love, which is to draw characters. I was able to use my creativity to create something, which is great.
Carla.
jueves, 16 de enero de 2014
sábado, 11 de enero de 2014
Blog Task: Cinematics in Video Games
After I took a
look at the history of video games it was clear to me that over the past few
decades, video games have experienced many changes. They are not two bars
hitting a ball across a screen anymore; they have become an interactive form of
art.
Current video
games combine elements from narrative fiction film, music and sports. The
amount of work to produce a single game can be very large, especially in terms
of art. The development of game environments is an intensive process involving
the creation of level maps, lighting sources, setting detail and visual texture
complexity.
“Another important element is a belief that creators
are artists. At the same time, however, it’s necessary for us creators to be
engineers, because of the skill required for the creations.”
-Shigeru Miyamoto- (Game
designer and producer of Nintendo’s biggest names)
Knowing that art
plays a very important role in video games, one of the things I find that makes
them very enjoyable it is when they are telling a story. If the story is good,
the player would want to discover more by playing the game. They would want the
game to take them in a journey and feel like they are living someone else’s
life.
In my opinion,
cinematics are key to set the game mood and to tell the story. They add depth and substance to the game. The
gaming industry knows it and they make sure to make a good use of it. Such is
that, it is common for videogames to start with cinematics. They are used to
sell the idea of a game sometimes months before a player will ever get behind a
controller.
A well-crafted
cinematic will succeed in total immersion of the player before the game even
begins. Also, powerful narratives in games like Red Dead redemption and
Uncharted 2 have helped show the world that games can be just as meaningful as
any other form of art.
On most of
games, especially on Japanese games, cut-scenes come across quite often. They
are essentially pre-rendered sequences in which the player plays the role
closer to that of a detached observer. They are often used to establish the
initial setting and background storyline or to push the story forwards.
Some may say
that cut-scenes are overused. That it turns the game into a movie and
videogames are made to be ‘played’, engaged with in a manner that it is much
more active. They might be right, but to me, cut-scenes are quite important.
They narrate the story, and guide the player through a journey. They make the
gaming experience much better because the player gets to know the characters
and immerse himself with the game mood.
Cut-scenes have the opportunity to convey emotions that would be otherwise disregarded by the player. Game developers can now present emotion through complex facial expressions and body language. The ultimate goal in games is to make them as realistic as possible, and that’s the reason why developers use film techniques in games, to enhance realism.
Cut-scenes have the opportunity to convey emotions that would be otherwise disregarded by the player. Game developers can now present emotion through complex facial expressions and body language. The ultimate goal in games is to make them as realistic as possible, and that’s the reason why developers use film techniques in games, to enhance realism.
It is true that
sometimes, too many cut-scenes make the player disconnect from the game. When a
cut-scene begins all the tangible elements of the game that the player has
grown accustomed to become obsolete. That is a thing the industry must be
careful about. To tackle this problem, they should provide minimum disruption
of gameplay flow. The use of written material such as signs or notes inside the
game might be a possible option. In the game world they can be read as the
player explores the environment and therefore push the storyline forwards while
playing. Also, NPCs (Non Playable Characters) could make interventions to give
out clues or tell part of the story plot but without the need to stop the game.
Ultimately what
the player wants is to feel like he/she is part of the game. Until now there’s
usually been a clear visible gap between the higher quality graphics found in
cut-scenes and the lower-quality images that characterise more interactive
periods of gameplay. I believe that as the gap reduces with the introduction of
more powerful technology, games would lower the number of cut-scenes. It will
reach a point where the player would interact with the gaming environment to
progress along the storyline as if it were real life. Like if it were a movie,
with the distinction that the player would not be viewer, but the central
figure.
In conclusion, a
video game while cinematic it is not a movie. To make the gaming experience
truly engaging is to find a point of balance. Resorting to film techniques to
engage with the audience should be avoided but not to the extent that the game
lacks all sense of emotion. If cut-scenes were to be abolished, it would strip
away one of the most effective storytelling techniques.
Games are a form
of art and just like books, ballet or films, they have a narrative. As
technology allows the industry to use better graphic engines, cut-scenes will
not differ from actual gameplay, making the player feel like the protagonist of
the game.
As a future game
artist I believe my task is to make the industry push its limits. It is my task
and the rest of future generations of game artist’s task to make better
graphics, better characters and better stories. Our goal is to make games as visually
attractive as possible since I believe, art is key to a video game success.
Thank you for
reading,
Carla Chanquia.
References
1. Cinematic Camera Control in 3D Computer
Games. http://front.cc.nctu.edu.tw/Richfiles/12146-G31.pdf
2. Computer
Games / Cinema / Interfaces. http://www.digra.org/wp-content/uploads/digital-library/05164.41114.pdf
3. Publications
by Henry Jenkins. Games, the new lively art. https://wiki.brown.edu/confluence/download/attachments/7143524/jenkins.games.pdf
4. The Best
Opening Cinematics in Video Games. By Hanuman Welch. August 8, 2013. http://www.complex.com/video-games/2013/08/best-opnening-cinematics-video-games/
5. Dusty
Cartridge. Dusty Cartridge Debates: Are cut-scenes outdated? November 2013. http://dustycartridge.com/features/dusty-cartridge-debates-are-cutscenes-outdated/
6. Contemporary
Aesthetics. Are Video Games Art? By Aaron Smuts. 2005. http://quod.lib.umich.edu/c/ca/7523862.0003.006?rgn=main;view=fulltext
7. Wired. 5 film
violations in videogame cut-scenes. By Jason Schreier. September 2011. http://www.wired.com/gamelife/2011/09/videogame-cutscenes/?pid=1984&pageid=38345#slideid-1984
8. Google images.
martes, 7 de enero de 2014
Trees in 3D?
Yes, this project was about trees. Creating branches from splines and using planes to add leaves.
I had to model and texture two different trees using references from real trees.
This was my first tree:`
The process of modelling the branches was the most challenging part. Making sure that the triangles did not exceed the maximum budget (1000) was difficult. It made the tree branches look pointy and jerky.
Nevertheless I like the texturing. It is hard to position the planes in such way that the leaves look realisitc. I don't think I fully accomplished that but I am happy with the end result.
The LOD (level of detail), which is the tree farthest away, in my opinion, I believe it was quite successful. One wouldn't think they are just two pictures intersecting with each other.
My second tree:
This time around, I did a better job with the branches, they looked neater and nicely attached. Sadly, I used too many triangles and I ended up not being able to fully cover the tree with leaves.
The LOD doesn't look as good as that of the first tree because of the position of the tree itself. I don't dislike it though, I think it's still quite effective.
Next time, I will find the balance between the two.
Overall, it was a good project and a good experience, it helped me to gain more confidence using the 3D software and photoshop as well.
Thank you for reading!
lunes, 6 de enero de 2014
Video Games: What lies ahead?
Since the
year 2000 onwards, three main consoles have been dominating the market. The
Xbox developed by Microsoft, the Play Station, developed by Sony and Nintendo
with its different platforms (Nintendo 3DS, Wii).
Over the
years, the big companies have used more 3D graphics to engage the player into
the game and so far it has been very successful. The players can truly feel
that they are part of the game.
But for how
long?
Triple A
titles such as Call of Duty and Grand theft auto have massive teams working
that the cost of producing a new game is just too high. Many companies do not get a profit off their
games.
On the
other hand, what seems to be thriving are the indie companies which rely mainly
on simple 2D games like the immensely popular Angry Birds. They are cheap to
produce and they don't require a large team. Also, indie games sometimes are even
free to play on phones, tablets and laptops, technological devices most of the
population has.
That means
trouble for the consoles. Is it the end of the big titles?
In my
opinion I don't think it is over for the big companies. Games will always be
within our society, they transform and adapt to the demands of the players. As
a game artist I believe it is important to keep an open mind and be willing to
adapt and change like the industry itself.
References from google images.
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