Cultures – Roman and Egyptian architecture look quite similar. They would have large structures and both have tombs (secret or not secret). Roman buildings usually had quite beautiful architecture they had arches on their buildings that were rounded at the top whereas Egyptians would use square and triangular shapes rather than rounded. The architecture in those centuries meant a lot to the people and was quite symbolic. However, a main similarity between these two cultures is the fact that both cultures had the passion to create large structures that are very outstanding compared to the present day in which nearly every building is the same.
Film architecture – Lord of the Rings and The Hobbit has its own style of architecture. In these films the people who lived in the cities would not cut down trees however they would build around them instead; this style of architecture looks stunning as the wildlife grows around all of the buildings which adds to the architecture. As well as Lord of the Rings, films such as Alice in Wonderland have a great style of environment as it has a crazy and abstract style from the help of Disney and Tim Burton.
Countries – Spain has flat roofs because there is not much rain at all during the year whereas in England if we had flat roofs our houses would collapse because of the amount of rain that would flood the house. Russian architecture is beautifully shaped and stylized as well as colourful; the type of architecture here is again very symbolic and must have taken a lot of effort to build. Arabic buildings are still colourful but are more bland/pastel colours and hold a lot of detail, also a lot of repetition is used. I love the Japanese and Chinese architecture. They are both quite similar as they both use curves and points to shape their buildings however the Chinese use deeper curves. Also the Statues around the buildings will also be different as they will be based on symbolic and religious themes.
History – Viking, Medieval, Tudor, Vikings. Vikings had a lot of architecture that was in a triangular form. Vikings would use beams of painted wood to show their symbolic cultures. Medieval times had timber structures with a cottage style and a straw rood. They would also have white against black architecture. Tudor architecture was similar but they used white against grey or used different colours instead of white.
We are influenced by many types of media and information. However we don’t always know the truth about what everything looked like in the past because of the way everything has been modified/restored today.
Architecture within Games
The Architecture in all of the Assassin’s Creed games is beautifully stunning and very accurate to the history period in which the game is set in. The games are usually set in different areas or different time periods and sometimes within one game there can be a cross between two.
The Batman Games series is great to look at for architecture because whilst playing as Batman you get a bug’s eye view of the buildings as well as a bird’s eye view so the architecture is very detailed. Each building is different and certain buildings that relate to the missions are extraordinary such as Wonder Tower or Wayne Enterprises. The city is based in a city but it is not like all the other games based in cities as this game has made the city very gloomy and dull yet it still looks amazing. You can even use the building to your advantage to take down enemies and view the city.
I really like the art style of the Fallout game series as the towns/cities are supposed to be set in the 1950’s but we only really see the environments with the after effects of a nuclear explosion. In the Beginning of Fallout 4 we have the chance to experience a section of the game for a little while before the explosion which is great as it gives us an opportunity to see what it was like before.
Art deco – Geometric shapes.
Art Nouveau – Plants and Wildlife.
My Info-graphic is based on Iconic Antagonists. Most of it is drawn digitally, my inspiration comes from my favourite 2D Platform games. The brief asks for a ‘visual understanding of the heritage of games’, my theme was Iconic Antagonists and I have looked more into the visual side rather than the research, however, I have included facts and useful information, enough for someone to ‘visually understand’.
I have used appropriate game concepts to match the chosen theme and I applied 2D game design principles throughout this project. I believe that I could have improved the transition between each game, even though I tried to experiment with transitions such as pixelation, the Mario pipe and smoke I still feel it could look better if I worked harder. However, I am really proud of the final product as it took a lot of time and effort, also I used a drawing tablet to draw the characters and environment and I’m glad that each set is recognizable.
(Elder Scrolls V, Skyrim) (Fallout 3) Source: http://noahberry.weebly.com/f3.html
Noah Berry is an environment artist from Bethesda Softworks who was influenced to enter this career choice as they enjoyed fine art and graduated from University with a Ba (hons) in the subject. Berry gives advice towards environment art saying that you start with the basic shapes then work your way into the detail, use basic shapes at first and then add in texture, colour and lighting effects. I am a huge fan of Skyrim and I believe that the graphics for the game are highly realistic and very stunning, from the environmental concept art that I have seen I like the way they have drawn the image from a certain camera angle; from the first image above you can see the camera angle is stunning. The image shows the sun in the centre and the light creates a shadow on the character as well as setting a tranquil setting on the beautiful lake streaming from the mountains which is slightly glistening in the sun. (The use of The Rule of Thirds).
Berry uses a program by Unity called World Machine in which you can create the world you want using all sorts of different terrains and detail. The environment is obviously one of the main important aspects that needs to be created with detail and the correct colours to know where you are and also when you are because the environment can debate the time era as well as where you are whether it be somewhere around the world or even in a completely different dimension.
2K Games are a great company for RPG (Role Playing Games) games such as Borderlands, Duke Nukem and The Darkness, however one of their most successful games and also one of my favourite has to be the Bioshock Series. All of the characters are unique in their own way and are all very detailed also the game is quite gory and has that horror style aspect to it so the characters needed to be created in relation to the theme. The game director Ken Levine is a very inspirational person as well as creative, because Bioshock is such an unpredictable game.
As well as being imaginative it makes us curious to what was going through the directors mind whilst he was creating the storyline/plot to the game. Here are some quotes which made me understand more from his point of view in what the moral of the game is about and why he predicted this sort of outcome; “We all make choices, but in the end our choices make us.” – Ken Levine. I believe that this quote is aimed towards the first Bioshock and life in general honestly. The parts of Bioshock in which you make choices, for example saving or harvesting the twins can influence the twist of the story and the way the game ends. The other quote that I really like would have to be “What is a drop of rain, compared to a storm? What is a thought, compared to the mind? Our unity is full of wonder which your tiny individualism cannot even conceive.” – Ken Levine, I think that this quote is an easy explanation to why the story is so unpredictable and this is also the way in which he is using his creativity as well as imagination.
2K games wanted to create a game with highly realistic graphics and to do this they based one of the main characters on an actual person; this person is called Anna Moleva, she is a famous cosplay artist who was headhunted by the 2K developer to portray the character Elizabeth. I think this was a really good idea because you can use her face but you can add/edit it as much as you want so the character can be developed in many different ways.
Gavin Goulden is the lead artist/character designer for Bioshock Infinite. Goulden uses 3D programs to create incredibly detailed characters such as the patriots, the boys of silence and the vox (basically he designed most of the antagonists in the game). His best model, in my opinion, would have to be the motorized patriots that he created. The base/unfinished model is without colour and it looks great as there is a lot of depth within the tone and shading that has been used but as soon as colour has been added you can see all of the textures, for example you can see that the flag is dirty and some of the metal is rusted.
Personally I like the way in which the antagonists he has created relate to either the story/environment/main characters as an example I mean that ‘The Boys of Silence’ are made to have similar aspects of the ‘Songbird’ (Songbird being the main antagonist, The Boys of Silence being the sidekicks/henchman). Another example would be the ‘Motorized Partiots’ I feel that the American sort of themed Antagonist relates to the environment. In Bioshock everything is set in 1912 in a nice sunny city called Columbia which happens to be a mystical flying city based on the physics of quantum levitation (magnetic pulse/field in which the objects such as blimps and buildings conduct the field).
Artist: Gavin Goulden
(Quotes from https://www.goodreads.com/author/quotes/350677.Ken_Levine )
The games company ‘Oddworld Inhabitants’ created ‘Abe’s Oddysee’ in 1997 on the PlayStation One console. Because of the technology at that current time, the game graphics quality may not be up to standards, however, Oddworld Inhabitants main goal was to be one of the first games to create a 3D platform game atmosphere. Even though you could only move left and right from different screens you still had that 3D aspect coming from the character style as well as the environment art. To create this 3D effect one of the methods included using what is known as the ‘Parallax Scrolling Effect’; this basically creates a 3D atmosphere using camera techniques. To create this effect the game is made up of the foreground, mid-ground and background. The background camera pans really slow and the images in the foreground move faster than the camera at the back which therefore creates an illusion of depth in a 2D format.
I like his work because it’s unusual, creative and quite realistic. Also in this concept art here he has looked at the character from different perspectives. You can also see his work progressing from 2D sketches to the final 3D piece/form. The character he has created here you can tell is made from a metal and using water colours and pastel Varahramyan has the use of texture, 3D form and detail in his work.
The main reason I am a fan of his digital character designs is because in 1997 artists had to use different technology to create digital art, also the process of creating the game ‘Abe’s Oddysee’ started in 1955 whereas the game was actually released in 1997; so a lot of hard work was put into creating this amazing game. Lorne Lanning (co-founder of Oddworld Inhabitants) explained “We went through much iteration, and continued to change the design until the look of the characters emoted the feelings we wanted to communicate” (quote from http://www.nowgamer.com/the-making-of-abes-oddysee/ ).
Artist: Farzad Varahramyan
Farzad Varahramyan didn’t play as big a part in ‘New n Tasty’ as much as he did in ‘Abe’s Oddysee’ and ‘Abe’s Exoddus’, however, he still did a few pieces of concept art towards the new game. Here is one of his pieces of work all in black and white (bottom left image). You can see how much his work has improved since the release of the first of the Oddworld series. His work is more detailed now and more complex as well as looking more realistic and 3D.
The image on the right is from the Alien vs Predator game; a piece of digital artwork done by Varahramyan. This digital work is very interesting as the whole canvas is used so when you look at it your eyes are guided around the whole image by the use of artwork. Even though it’s in black and white you can still see the detail as a lot of tone and contrast is being used.