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Thread: Art Direction

  1. #1
    phoenix's Avatar
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    Question Art Direction

    When reading game reviews, I have come across mention of a given game's "art direction" making up for a particular system's limitations, to give an example.

    What is this "Art Direction" of which they speak?
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  2. #2

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    Quote Originally Posted by phoenix View Post
    When reading game reviews, I have come across mention of a given game's "art direction" making up for a particular system's limitations, to give an example.

    What is this "Art Direction" of which they speak?
    In my opinion, it's trying not to break the immersion factor and to make the world believable. The Uncanny Valley has a lot to do with this...

    If you look at the Mafia 2 trailer for example
    http://www.zoopy.com/video/y8o/mafia...ailer?browse=l

    And pay attention to the following:
    1. The Lighting.
    2. The Overall Atmosphere.
    3. The Car Explosion.
    4. The Faces of the characters.
    5. The Motion of the characters.

    There's examples of both 3,4,5 passing the "Uncanny Valley" a little.
    They could of made the car explostion uber realistic, but that would of required more resources and a lot faster system. This is the problem with making games "realistic" looking, the flaws stand out a lot more and a much more powerful system is needed.

    On the other hand if you look at games like Braid, it's as far away from realism as you can get. Braid has a "dreamy" feel to it so it can get away with just about anything provided the world remains interesting. No need for high polygon models and heavy physics.
    Last edited by hideinlight; 30-05-2009 at 11:36 PM.

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    phoenix's Avatar
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    Thank you. Um....what is this "Uncanny Valley"?
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    Think about Bioshock as well. lIt is based roughly in the fifties, but has alot of sci-fi mixed in too. The theme carries throughout as well...

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    Is it about making the most of the resources offered by a given platform to create a consistent and compelling world then?
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  6. #6
    Lydon's Avatar
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    A game's art direction isn't really something technical. It basically involves the design of the game's world, objects etc. You can go for a realistic art direction or a highly-fantasied direction (such as in The Chronicles of Spellborn).

    World of Warcraft is a good example. They choose an almost cartoon-y art direction instead of going for a more realistic approach (which they could easily have achieved in 2004). Guild Wars, on the other hand, goes for a slightly more realistic approach.

    Sometimes this is done due to game engine limitations, but many a time it is done out of pure choice.
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  7. #7

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    Quote Originally Posted by phoenix View Post
    Thank you. Um....what is this "Uncanny Valley"?
    http://en.wikipedia.org/wiki/Uncanny_valley

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    Ron Burgundy Dohc-WP's Avatar
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    an example of art direction would be cell shaded games which have a comic book like art direction, e.g jet set radio, XIII, ultimate spiderman etc. or a post 60's art direction would be bioshock or postapocalyptic (Dunno HTF to spell that word) would be gears etc.

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    i kinda like the feel of a realistic world, saw a ring fighting wii game (was passing by some guys playing it so don't know the name) and it looked so real i almost thought i was watching a tv progam. brighter and more detailed graphics makes for a cool game but tends to eat major memory.

  10. #10
    Ron Burgundy Dohc-WP's Avatar
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    Quote Originally Posted by Impish View Post
    i kinda like the feel of a realistic world, saw a ring fighting wii game (was passing by some guys playing it so don't know the name) and it looked so real i almost thought i was watching a tv progam. brighter and more detailed graphics makes for a cool game but tends to eat major memory.
    are u sure ! those two dont go together

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