The intention of this Masters Project is to create Concept Art suitable for a 2D Platformer Game inspired by South Korean mythology with a focus on Creature Design.
Showing posts with label Aesthetic-Research. Show all posts
Showing posts with label Aesthetic-Research. Show all posts
Tengami (Nyamyam, 2014) is an adventure game for iOS platforms. The content of the game is based upon Japanese Mythology. The visual style of the game is inspired by Japanese traditional arts and crafts.
An example of the Japanese art style, Rimpa
Sakai, O. (Early 1800s) Japanese Maple and Autumn Plants [Ink and color on paper]. Available at: http://www.asia.si.edu/ (Accessed: 20 August 2014).
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.
A screenshot from Okami HD (Capcom, 2012)
Capcom (2012) Okami HD: Screenshot 7. Available at: http://www.okami-game.com/screens (Accessed: 20 August 2014).
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.
An example of Japanese Sumi-e painting
SesshÅ«, T. (c. 1470–90) Landscape of the Four Seasons [detail of a hand scroll, ink and faint colour on paper]. Available at: http://www.britannica.com/ (Accessed: 19 August 2014).
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.
Kkachi Bridge
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.
An example of Korean traditional painting
Unknown Artist (1700s) Ten Symbols of Longevity [Painting: colours on paper]. Available at: http://www.zozayong.com/ (Accessed: 21 June 2014).