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Artistic Styles used in video games


Photorealism-
Photorealism is a form of art that is about
paintings, drawings and other media work.
An artist studies a photograph and then
attempts to recreate the image as well as
they can to look like the original image.
The idea of photorealism started in the late
1960s and has been used ever since, in
movies and purely just for art purpose. It
began in Europe before emerging to the
USA and becoming a popular form of art.
The early 1990s saw a renewed interest in
photorealism, thanks to new technology in the form of cameras and digital
equipment which offered more precision. Photo-realists typically projected a
photographed image onto a canvas and then used an airbrush to reproduce the
effect of a photo printed on glossy paper. Photorealism images started out as
black and white pieces before turning to colour in the 1970s. The Photo-realists
use of an industrial or mechanical technique such as photography as the
foundation for their work in order to create a detached and impersonal effect
also had an affinity with both Pop and Minimalism. Sometimes the work produced
is so realistic that people often mistake photorealist paintings for actual
photographs. Photorealist art is also often referred to as Super-Realism, New
Realism, Sharp Focus Realism, Verism, or Hyper-Realism, although technically
each of these names falls under its own specific genre. They are all generally
considered to be offshoots of Photorealism, emerging later with their own
particular areas of concentration. Photorealist paintings are often quite large,
often depicting objects many times larger than they actually are in real life. The
paintings are usually done in oil or acrylic, either air-brushed or painted by hand
with a paintbrush. When people are creating these, they usually do a quick
sketch of the general image before working on the in depth part of the image.
Cell Shading-
Cell shading that is also known as toon shading is a form of art that is a non-
realistic type that is aimed at creating 3D graphics. The aim on creating the
graphics is to use less color shading and make the images appear flatter than 3D
images appear on screen. Cel Shading can be useful to render specific items in a hand-
drawn production, if a given scene would be too difficult to animate by hand, such as a
rotating object or an Epic Tracking Shot traveling down the length of a massive vehicle. The
cel-shading process starts with a typical 3D model. Where cel-shading differs
from conventional rendering is in its non-photorealistic illumination model. The
images then appear to be 2D as if they have been drawn on paper or sketched
out hand drawn. The first video games to feature such a style include Doctor
Hauzer for the 3DO in 1994 and Parappa the Rapper for the PlayStation in 1996.
However, it was in 2000 that the style first gained prominence, with the release
of Fear Effect for the PlayStation and especially Jet Set Radio for the Dreamcast.
It is widely used in video games now more so in the early 2000s as now
producers use 3D graphics instead of 2D. Games this was widely used in was
PacMan, Zelda and much more.
Abstraction-
Abstract art style employs lines and
geometric shapes that are not meant to
resemble anything in particular.
Geometry Wars and Breakout are two
well-known examples. 'Abstract' does not
simply mean stylized or cartoonish. For a
work to be considered abstract, it
should not represent anything real or
derived from real life, even in a
heavily stylized way. This is used a lot
in video games as most are based on
fictional scenes and stories so could
be considered abstract. Abstract is
probably one of the most unique
visual styles out of the four as it
doesnt intend to look anything like the other competition. They are usually made
up of geometric shapes and dont really require a lot of skill when in comparison
to the other visual styles. Many abstract games make use of vivid colours while
some use very subtle colours that make you feel relaxed.
Exaggeration (Anime and Manga)-
The exaggerated visual style is loosely based
on photorealism, the arts style has been
enhanced and modified to represent
something that could be realistic but is
heavily overdone. In a lot of the Japanese
developed games there visual style is over
exaggerated in games such as Tekken where
they are overly muscular with big and
outrageous hairstyles and in the Final Fantasy
series they have exaggerated weapons,
hairstyles, levels etc. Also some western
games also used the exaggerated visual
style, games like Batman: Arkham City & Devil May Cry.
Computer game graphics
Pixel Art (2D/3D)-
Pixel art has its origins in early drawing and painting software and was
popularized by computer game design through the 80s and 90s. It is created on
graphics software that allows images to be edited at the individual pixel level.
The images that are constructed are reminiscent of early computer games or
amateur-made mobile phone video games, both of which would have been
created by a pixel artist. While a greater number of pixels involved in the design
results in a cleaner, smoother image, in most of todays programs you cannot
see the individual pixels. However, early computer programs and devices did not
have the capability to display the number of pixels required to create such an
image. It was up to the pixel artist to
find a way round these limitations by
constructing a believable image from a
limited number of pixels.
2D-
Although preferably a 3D game would
be chosen over a 2D game due to its
higher quality performance in its
gameplay, sometimes it is not possible
on some consoles. Red Dead
Redemption and Grand Theft Auto as
examples are both 3D and 360 degree
angled games but some versions are not. On consoles such as iPhones, Tablets,
iPods, Flip Phones, Nintendo DS etc. the graphics would not play on these small
devices. Currently Red Dead Redemption is
only compatible for the PS3, 4, Xbox 360
and Xbox One as it is relatively new.
However, due to Grand theft auto being a
high demanded game with millions of
people playing it all over the world, they did
create games for smaller devices. You can
install demo games or pay around 5.00 for
the full version on the App Store on your
phone which means you can play the same one as you would on the Xbox. The
only difference is the quality of the game is dramatically lower that larger
console games due to the reason the smaller hard drives cannot handle the
memory it takes up and would just crash your phone. You can still drive cars and
do the basic things the game includes but you will be viewing it from a very
much smaller screen and lower graphics therefore it is less enjoyable.

3D-
Now technology is becoming more realistic
looking and life like, they tend to have 3D
features, which is more popular in games now as
they are more entertaining to play than 2D block
games. 3D computer graphics (in contrast to 2D
computer graphics) are graphics that utilize a
three-dimensional representation of geometric
data that is stored in the computer for the
purposes of performing calculations and
rendering 2D images. In computer graphics software, the distinction between 2D
and 3D is occasionally blurred; 2D applications may use 3D techniques to
achieve effects such as lighting, and primarily 3D may use 2D rendering
techniques. 3D computer graphics are often referred to as 3D models.
Concept Art-
Concept art is a form of illustration used to convey an idea for use in films, video
games, animation, comic books, or other media before it is put into the final
product. Concept art is also referred to as visual development and/or concept
design. A concept artist is an individual who generates a visual design for an
item, character, or area that does not yet exist. This includes, but is not limited
to, film, animation, and more recently video game production. Concept drawings
can also be used to explore more technical aspects of a design, providing an
initial response and possible solutions to problems, constraints and opportunities
such as services layout, structure, method of construction, solar paths and
shading, prevailing wind, patterns of circulation, relationships between aspects of
the site and so on.
Characters-
A player character or playable character (PC) is a fictional character in a role-
playing or video game whose actions are directly controlled by a player of the
game rather than the rules of the game. The characters that are not controlled
by a player are called non-player characters (NPCs). The playable characters are
controlled by the player using a controller having buttons and toggle sticks
controls the playable characters. The
ones that are non playing characters, are
the ones that cannot be played by the
player. These are usually in the
background of games to make them more
realistic for example, Grand Theft Auto.
This game features the playable
characters and ones in the background to
make the game look like a real life
environment and this adds effect to the
video game. Usually, in more recent games you play and unlock more rather
than staying with one.
Weapons-
Weapons are used within video games when it requires violence and characters
have to defend themselves. You only see these in shooter games or games
including violence, usually they have the highest age rating. In video games,
players usually start off with no ammo or little as they have to work to unlock
weapons. Unless this was a shooter game and you were required to begin
fighting immediately. Weapons are not crucial in non shooter games but still play
a large role as they can help you with missions and tasks the player may have to
complete within it. The most common items that you find in games and shooter
ones are health packs, ammunition packs, box of ammo etc.

Vehicles-
Games featuring vehicles allow players to drive or fly a vehicle. This vehicle can
resemble a real one, or a vehicle from the game designer's imagination. This
includes vehicles in the air, on the ground, over water, or even in space.
Different vehicle simulations can involve a variety of goals, including racing,
combat, or simply the experience of driving a vehicle. The essential gameplay in
a vehicle simulation is the physical and tactical challenge of driving a vehicle.
Mastery of vehicle control is the element which encourages players to continue
playing, even after the game's goals have been completed. Players learn to use
appropriate speed and steering, and must avoid
crashing by observing cues about how fast they
are going. There are some vehicle simulations
where the player is given no specific goal, and
is simply able to explore and experience using
the vehicle.

Environment-
The environment within video games always depends on the type of game you
are playing. With real life like games that is free roaming and uses a playable
character normally has an environment that looks like real life. Level design,
environment design or game mapping is a discipline of game development
involving creation of video game levelslocales, stages, or missions. This is
commonly done using a level editor, a game
development software designed for building
levels; however, some games feature built-in
level editing tools. Level design is both an artistic
and technical process. In a game such as ones,
where you are in the middle of a zombie
apocalypse would feature an environment
desolated and run down. It would have broken
down buildings and dead bodies all over the
place, looking like a ghost town to add to the
effect and idea of the game.
Texture Art-
A texture artists job is to paint surface textures on animated characters,
environments, and props. The number of textures animators work with is endless
and may include things such as wrinkles, fur, scales, sweat, and mud. In some
cases, the textures used in animation cannot be found in real life. In these
instances, the texture artist invents his own textures using his imagination and
creativity skills. Texture artists use a variety of software, platforms, and rendering
environments to create textures for environments, characters, objects, and props
for animated films, television shows, and video games. Some of the most
common types of software, platforms, and rendering environments used in
animation include Photoshop, 3D Paint, UV Layout/Editing, RenderMan, Mental
Ray, Maya, Shaders, and Houdini. Texture artists also use digital matte painting
techniques to create textures and they work with advanced surface types,
subsurface scattering, and global illumination.
Texture artists work in animation studios, film and video production studios, for
game companies, web design companies, graphic design firms, advertising firms,
and even mobile technology companies.
Graphics Research
Pixels-
In digital imaging, a pixel, pel, dots, or picture element is a physical point in a
raster image, or the smallest addressable element in an all points addressable
display device. The physical size of a pixel depends on how you've set the
resolution for the display screen. If you've set the display to its maximum
resolution, the physical size of a pixel will equal the physical size of the dot size
of the display. If, however, you've set the resolution to something less than the
maximum resolution, a pixel will be larger than the physical size of the screen's
dot. The specific colour that a pixel describes is some blend of three components
of the colour spectrum - RGB. Up to three bytes of data are allocated for
specifying a pixel's colour, one byte for each major colour component. These
small little dots are what make up the images on computer displays, whether
they are flat-screen (LCD) or tube (CRT) monitors. The screen is divided up into a
matrix of thousands or even millions of pixels. When people look at graphics
whether it be a pixelated image or not, they want to see a good quality clear
picture.

Image resolution-
Image resolution is typically described in PPI, which refers to how many pixels
are displayed per inch of an image. Higher resolutions mean that there more
pixels per inch (PPI), resulting in more pixel information and creating a high-
quality, crisp image. Images with lower resolutions have fewer pixels, and if
those few pixels are too large (usually when an image is stretched), they can
become visible. For example, an image that is 2048 pixels
wide and 1536 pixels high (2048X1536) contains (multiply)
3,145,728 pixels (or 3.1 Megapixels). You could call it a
2048X1536 or a 3.1 Megapixel image. As the megapixels
in the pickup device in your camera increase so does the
possible maximum size image you can produce. This
means that a 5 megapixel camera is capable of capturing
a larger image than a 3 megapixel camera.
Intensity-
An intensity image is a data matrix, I, whose values represent intensities within
some range. MATLAB stores an intensity image as a single matrix, with each
element of the matrix corresponding to one image pixel. The matrix can be of
class double, unit8, or unit16.While intensity images are rarely saved with a
colormap, MATLAB uses a colormap to display them. The elements in the
intensity matrix represent various intensities, or gray levels, where the intensity
0 usually represents black and the intensity 1, 255, or 65535 usually represents
full intensity, or white.

Types of Digital Graphics


Raster Images-
Raster graphics, also called bitmap graphics, are digital images that are
composed of tiny rectangular pixels, or picture elements, that are arranged in a
grid or raster of x and y coordinates (includes a z coordinate in case of 3D) in
such a way that it forms an image. It is also referred to as bitmap since it has
information that is mapped directly to the displays grid. The main disadvantage
of raster graphics is that it is dependent on resolution. It can be scaled down with
no changes in quality, but when the
resolution is scaled up, quality loss is
unavoidable. The image will look
blocky and pixelated. Vector graphics,
on the other hand, is able to scale up
to any resolution because of it uses
geometry and mathematical
equations to define images rather
than directly mapping pixels in a grid.
Vector Images-
Unlike JPEGs, GIFs, and BMP images, vector graphics are
not made up of a grid of pixels. Instead, vector graphics
are comprised of paths, which are defined by a start and
end point, along with other points, curves, and angles
along the way. A path can be a line, a square, a triangle, or
a curvy shape. These paths can be used to create simple
drawings or complex diagrams. Paths are even used to
define the characters of specific typefaces. Because
vector-based images are not made up of a specific number
of dots, they can be scaled to a larger size and not lose
any image quality. If you blow up a raster graphic, it will look blocky, or
"pixelated." When you blow up a vector graphic, the edges of each object within
the graphic stay smooth and clean. This makes vector graphics ideal for logos,
which can be small enough to appear on a business card, but can also be scaled
to fill a billboard.
File extensions
BMP-
Short for "Bitmap, BMP Is a file format on an image.
The BMP format is a commonly used raster graphic
format for saving image files. It was introduced on
the Windows platform, but is now recognized by
many programs on both Macs and PCs. The BMP
format stores color data for each pixel in the image
without any compression. For example, a 10x10
pixel BMP image will include color data for 100
pixels. This method of storing image information
allows for crisp, high-quality graphics, but also
produces large file sizes.
PNG-
PNG, which can be pronounced "P-N-G," is a compressed raster graphic format. It
is commonly used on the Web and is also a popular choice for application
graphics. The PNG format was introduced in 1994, after the GIF and JPEG formats
had already been around for several years so compared to those it is quite
recent.
GIF-
GIF tands for "Graphics Interchange Format." GIF is an
image file format commonly used for images on the web
and sprites in software programs. Unlike the JPEG image
format, GIFs uses lossless compression that does not
degrade the quality of the image. However, GIFs store
image data using indexed color, meaning a standard GIF
image can include a maximum of 256 colors. GIF the file
format came out in 1987 so has been around a while.
Compression-
Image compression is minimizing the size in bytes of a graphics file without
degrading the quality of the image to an unacceptable level. The reduction in file
size allows more images to be stored in a given amount of disk or memory
space. It also reduces the time required for images to be
sent over the Internet or downloaded from Web pages.
There are several different ways in which image files can
be compressed. For Internet use, the two most common
compressed graphic image formats are the JPEG format
and the GIF format. The JPEG method is more often used
for photographs, while the GIF method is commonly used
for line art and other images in which geometric shapes
are relatively simple.
Image capture-
image capture (image acquisition) The process of
obtaining a digital image from a vision sensor, such as a camera. Usually this
entails a hardware interface known as a frame
grabber, which captures single frames of video,
converts the analogue values to digital, and feeds the
result into the computer memory. The conversion
process is often accompanied with image compression.
Digital Camera-
A digital camera is a similar to a traditional film-based
camera, but it captures images digitally. When you
take a picture with a digital camera, the image is
recorded by a sensor, called a "charged coupled
device" or CCD. Digital cameras have several
advantages over their analog counterparts. While film rolls typically hold about
24 pictures, memory cards have the capacity to store several hundred or even
several thousand pictures on a single card. Most digital cameras also include a
small LCD screen that shows a live preview of the image, which makes it easier
to capture the perfect picture. These cameras usually include an option to record
video as well.
Storage of image assets-
When you take images whether it be from a camera or you collected them from
the internet, you need to store them on your computer some way. When you
save it on your computer it takes up storage leaving less space for other assets.
Not only that but another factor is that it will then be stuck on that computer and
would be hard to transfer to another so there are many good ways you can store
assets. You can use memory sticks or disk, SD card, micro card and more.
Optimising
Target image output (target destination)-
Target destination is a way of specifying
where you want your graphic to be placed on
your own network, for this to be done you must
sure you place your graphics in a folder which is
safe. By having all your graphics in one location
it makes it easier for the web server to find
them all, this makes it simple to optimise the
graphics therefore enhancing your websites
performance.
Bit Depth-
In digital audio, bit depth describes the potential accuracy of a particular piece of
hardware or software that processes audio data. In general, the more bits that
are available, the more accurate the resulting output from the data being
processed. Bit depth is the number of bits you have in which to describe
something. Each additional bit in a binary number doubles the number of
possibilities.
Resolution-
Image resolution is typically described in PPI,
which refers to how many pixels are displayed
per inch of an image. Higher resolutions mean
that there more pixels per inch (PPI), resulting
in more pixel information and creating a high-
quality, crisp image. Images with lower
resolutions have fewer pixels, and if those few pixels are too large (usually when
an image is stretched), they can become visible. For example, an image that is
2048 pixels wide and 1536 pixels high (2048X1536) contains (multiply)
3,145,728 pixels (or 3.1 Megapixels). You could call it a 2048X1536 or a 3.1
Megapixel image. As the megapixels in the pickup device in your camera
increase so does the possible maximum size image you can produce. This
means that a 5 megapixel camera is capable of capturing a larger image than a
3 megapixel camera.
Dimensions-
Image dimensions relate to the length and
width of the digital image, by controlling
the dimensions of the graphic you can
then make the image smaller or bigger
depending on the purpose or location of
the image. When changing the dimensions
of the graphic the volume of pixels stays
the same, the only difference is the larger
the image the more space the pixels have
to cover.
Background Graphics
Walls-
A variety of computer graphic techniques have been used
to display video game content throughout the history of
video games. A lot of games use the effect of having walls
in the background to manipulate the gameplay. Rather
than creating the walls in detail, 2D games are most likely
to have walls as a backdrop to what is going on within it.
The most crucial aspect of a game is the content within it
but the background will set the stage and the feeling of
what is going on.

Forests-
This is another example of the type of
background you may find in a video game. You
mainly see these in a game that is quite scary
or contains ghostly characters. You find these
in RPG games such as Skyrim or the Witcher
as they use a lot of exploring in these types of
areas.
Clouds-
This is a feature that you find in almost any kind of game but
not one that you particularly look out for. It goes un-noticed
as you focus on the front view rather than what is above you.
These are especially in games that focus on creating a real
life feel for example, Grand Theft Auto is a free play game
with human characters and the scene tries to look like
everyday life, having clouds and the sky.

In-game interface-
A 'game interface' is simply a interface between the game and something else
(typically, a player). In an electronic game, people typically think of the interface
as the visual components on a screen that we read (HUDs, avatars, text, etc) and
the visual areas we interact with (characters we move, buttons we press, etc).
However, a complete definition might include non-visual feedback (sounds,
haptic feedback from controllers and mobile devices) and non-screen inputs
(voice controls, motion sensors). The interfaces also include input devices that
are not necessarily shipped with a game, but are used for interfacing with
programs in general, like keyboards, mice, controllers, touch screens.
Head up display-
In video and computer games, the HUD is the display area where players can see
their character's vital statistics such as current health, bonus attributes, armor
level, ammunition count, and more. In most games, developers strive to create a
HUD that does not intrude upon gameplay (i.e. it should be virtually unnoticed)
but be accessible at a glance when the player needs it (i.e. the player can do
battle, focusing on the gameplay but easily observe the character's health and
other vital statistics).
Print Media Art
Game Packaging-
Print media art is important to games, this is
because, and many people are attracted by
colourful art designs for games, whilst others think
they look aesthetically pleasing. This is the same
with posters, packaging etc. Game packing,
depending on what design it has, can be very
intriguing for buyers but only the better editions of
games now come with packaging recently. An
example of this is "borderlands 2: loot chest
edition" and the "borderlands 2" game next
to each other. The designs for the packaging are great, but there are not many
games that come with packaging that are normal editions, it is all to do with the
costs of the packaging and how the more expensive things get better packaging
as they make their money back. Next is the box cover, the box cover for the
game has to relate to the game itself. It must be eye catching; it must have the
title of the game on the front. Box art is never game play of a game, it is usually
something like concept art, this is to make the game look flashier to others and
make them want to buy it.
DVD container-
Print media is used in many products such as the
game packaging, covers, labels etc. When you
create the container that the DVD will be in, it is
important to create it the most aesthetically
pleasing as possible due to this selling the product.
It always needs to look good with the genre of the
game to interest the specific target audience. The
back of the game usually includes images of the
most interesting part of it to entice buyers and
make the game look the most appealing. This all
comes down to the print media art and how the
game is portrayed on the packaging. Games such as
Call of Duty and Grand Theft Auto have really
mastered the way their produce their containers in
order to promote their game to the public. This is important as it stands out to
the audience especially when it is on the shelf in stores.
A3 Poster-
Game posters are a good way to promote a product to the
market. Again, they must relate to the type of game that
you are selling, as this is what will attract the correct
buyers. Posters are usually printed and displayed outside
shops, on bus stops and on lampposts. This can be a great
way to advertise and let the public know about a game or
new and upcoming one. A3 posters are good because they
are not too big and are the right size to still let people
know what they are about. Sometimes these can be
created digitally and posted online or seen as ads with
links to the game site. Most posters just feature the usual
front game cover and the release date, if it has not been
out yet. Warcraft has done this, featuring their title and
logo and an eye-catching image.

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