AESTHETIC: Developing a Folk Art Aesthetic Suitable for a Platform Game
Is it possible to develop a Folk Art aesthetic suitable for a platform game context?Okami HD (Capcom, 2012) is an action-adventure game for the Playstation 3. The content of the game is based upon Japanese Mythology. The visual style of the game is inspired by Japanese Sumi-e painting.
Despite Okami HD (Capcom, 2012) being a 3-dimensional game, it appears to resemble the flat nature of Sumi-e painting. The screenshot shows this especially in the form of the tree. The outline of the tree resembles the brush strokes of Sumi-e, separating it from the background. McGuire (2010) uses the phrase 'emphasis through abstraction' to describe this effect.
Using folk art as inspiration for the visual style of Okami HD (Capcom, 2012) is also a thematic motivation. The narrative content of the game (Japanese Mythology) is reflected by the aesthetic. This helps to immerse the player in the created world.
However, one question that arises is whether it was necessary to have a mix of 2D and 3D elements in the level design. Donovan et al. (2014) classified Okami (2006) as "sumi-e/cel-shaded/3D" (referring to the artistic style facet/artistic technique facet/artistic dimension facet). There seems to be a disconnect between the 3D 'dimension facet' and the other choices in design. Perhaps a 2D 'dimension facet' would synthesize the aesthetic more coherently.
The analysis of Okami HD (2012) prompted the decision to use a 2D 'dimension facet' in this project. The asset design of Kkachi Bridge exemplifies the orthographic view chosen for the game.
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