Sunday, March 17, 2013

Design Problem

Design Problem:

To create a video game cover design/teaser that appeals more towards a feminine demographic. The ナンココ (nankoko) original design problem was to create a game for women who play or want to play video games in a teen+ age group without losing too many male players, but to keep the female main character a positive model for women. The Nankoko company wishes to expand their base demographic and believes by targeting a female audience they can eventually increase their profits. 

Why?

Women are an understated demographic in video game design and it is a field that deserves more time and study. There are very few games in the industry that have female main characters in the story and even fewer of those games have what could be seen as a positive female lead. The very first female lead character in a game was Samus Aran from Metroid made in 1986. It has to be noted;however, that Samus' gender was not revealed until the very end of the game. 
CVG Presents. "Samus Aran - the Bounty Hunter's Weapons." Wii Preview: Gameplay Preview. N.p., 28 May 2010. Web. 17 Mar. 2013. http://www.computerandvideogames.com/248810/previews/samus-aran-the-bounty-hunters-weapons/


Designer Statement

Designer Statement

I am a twenty-four year-old woman who believes in the power of imagination. I have created stories and worlds for myself and my friends ever since I was a child and now I am embarking on a journey to share those places with others. It is never too late to fall in love with stories that capture the imagination, give new ideas, and free the mind into a world of unlimited possibilities. 

Wednesday, March 13, 2013

Rhythm

Rhythm in art is about evoking the senses with a visual sensation. The three main ways rhythm is demonstrated in art is through visual rhythm, alternating rhythm, and progressive rhythm.



Visual Rhythm

Visual rhythm is clear repetition that is either perfectly replicated or only slightly modified. In the picture below from Kingdom Hearts, the windows are each exactly the same and repeat in a consistent repetition. 


MAT. "PlayStation 2Kingdom Hearts." Kingdom Hearts Screenshots for PlayStation 2. N.p., n.d. Web. 30 July 2003. http://www.mobygames.com/game/ps2/kingdom-hearts/screenshots/gameShotId,48487/




Alternating Rhythm

Alternating rhythm is a repetition that alternates regularly so that a pattern is seen. As in the Tales of Vesperia screenshot below, the player can only see a portion of the floor tiles, but they still would be able to understand that the pattern of light grey and dark grey squares will continue to alternate and the dark grey and yellow triangles will also continue around the circle. 


"Xbox360Achievements.org - Tales of Vesperia Screenshot 2 of 8." Xbox360Achievements.org - Tales of Vesperia Screenshot 2 of 8. N.p., n.d. Web. 13 Mar. 2013. http://www.xbox360achievements.org/game/tales-of-vesperia/showimg-2/


Progressive Rhythm


Progressive rhythm is a shape whose color, value or texture changes, but where the shape remains consistent. Like in the picture below of the chocobos, the birds all are the same, but their colors change. 


"Final Fantasy XI Screenshots (X360)." GameSpy: Screenshots (X360) 2381627. N.p., 1 May 2008. Web. 13 Mar. 2013. http://xbox360.gamespy.com/dor/objects/748456/final-fantasy-xi/images/final-fantasy-xi-20080501003026043.html

Wednesday, March 6, 2013

Balance



Balance in a composition is how the weight is placed. Three types of balance include: imbalance, bilateral symmetry, and asymmetrical balance. 



Imbalance

Imbalance in art is when the parts of a composition are not in proper balance. Usually in a composition, there is more weight towards the bottom, but this is not seen with this screenshot from Kingdom Hearts. Here, the Genie is much larger in comparison with Sora and makes the top part of the picture heavier. This weight switch creates an excitable kind of tension for the player. 

"Kingdom Hearts 1.5 HD ReMIX Screenshot for PS3." VideoGamer.Com. N.p., n.d. Web. 06 Mar. 2013. http://www.videogamer.com/ps3/kingdom_hearts_15_hd_remix/screenshot-4.html



Bilateral Symmetry 

Bilateral symmetry can basically be explained as a mirror image. This picture of Sophie is a close shot of her face and if you divide her face into two halves, each side looks like a mirror image. It also gives her a very innocent appearance. 


"Tales of Graces F Photo Gallery - G4tv.com." G4tv.com. N.p., 11 May 2011. Web. 06 Mar. 2013. http://www.g4tv.com/images/4129/screenshots-tales-of-graces-f/68262/


Asymmetrical Balance

Asymmetrical balance is when on either side of the axis there are different amounts of weight, but they both balance each other out. In this screenshot from Tales of Graces F, the screen can be split into two halves and on one side there are three girls who appear small due to distance and on the other is one depressed looking boy who is larger due to close proximity. It is unequal, but still balances out. 

"'Tales of Graces F' Screenshot - Gaming Review: Tales of Graces F - Digital Spy." Digital Spy. N.p., n.d. Web. 06 Mar. 2013. http://www.digitalspy.com/gaming/i429921-8/gaming-review-tales-of-graces-f-tales-of-graces-f-screenshot.html




Scale and Proportion



Scale and proportion both are terms used for size. Scale defines how large or small an object is and proportion is how an object is measured compared to the standard. Three ways to examine size and proportion in gaming is by looking at scale and proportion for emphasis, human scale reference, and the golden rectangle. 


Scale and Proportion for Emphasis

Scale and proportion create a center of emphasis in a composition. In this case from Kingdom Hearts, the massive scale of the evil genie is emphasized by the tiny buildings below and the boy Sora flying on his magic carpet. 

Tiflojet. "Screenshot #001 from Kingdom Hearts II." Screenshot #001 from Kingdom Hearts II. N.p., 10 July 2006. Web. 06 Mar. 2013. http://www.gamersglobe.co.uk/screenshot/kingdom-hearts-ii-ps2-001




Human Scale Reference

Using human scale reference means to compare size in a composition with that of humans. Just like in the picture below we see a statue and in front of it is Sora, from Kingdom Hearts. Had this picture not had Sora standing underneath the statue, it would be difficult for the viewer to figure out exactly what size the statue might be, but in relation with Sora, it is more clear just how much bigger it is in comparison with human size. 


"Kingdom Hearts RE: Chain of Memories Screenshots (PS2)." GameSpy: Screenshots (PS2) 2667124. N.p., 2 Dec. 2008. Web. 06 Mar. 2013. http://ps2.gamespy.com/dor/objects/14282207/kingdom-hearts-re-chain-of-memories/images/kingdom-hearts-re-chain-of-memories-20081202074023659.html


Golden Rectangle

The golden rectangle is what the Greeks considered the perfect proportion for rectangles which is width is to length as length is to length plus width. This picture from Tales of Graces F shows how the golden rectangle can be seen in video games as well as art. 

Romano, Sal. "Tales of Graces F Screenshots - Gematsu." Gematsu Tales of Graces F Screenshots Comments. N.p., 17 Apr. 2012. Web. 06 Mar. 2013. http://gematsu.com/2012/04/tales-of-graces-f-screenshots-3 







Sunday, March 3, 2013

Emphasis and Focal Point



Through the use of emphasis and focal point the artist can catch someone's attention. Three ways to utilize this is emphasis by contrast, emphasis by isolation, and emphasis by placement. 


Emphasis by Contrast

By contrast means there is a difference between two parts of the composition that really pops out to the viewer. In the picture below, the area outside the circle is dark and murky colored, while inside the circle Raine has cast is very light and immediately finds the player's attention. 

Shaorina. "Sharpness - Tales of Symphonia Screenshot." Sharpness - Tales of Symphonia Screenshot. N.p., Jan. 2013. Web. 03 Mar. 2013. http://stuffpoint.com/tales-of-symphonia/image/166178/sharpness-screenshot/


Emphasis by Isolation


By isolation, the element is emphasized by being alone. As an extreme example, the man below is immediately easy to focus on due to his being entirely alone and walking in a desert. 
Helgeson, Matt. "GameInformer." Gameinformer. N.p., 24 Oct. 2011. Web. 03 Mar. 2013. http://www.gameinformer.com/games/uncharted_3_drakes_deception/b/ps3/archive/2011/10/24/uncharted-3-rev-dummy.aspx

Emphasis by Placement

By placement, the viewer's attention is focused on the item that is placed methodically in a composition, often in the center. In the center of this picture from Ni no Kuni, the plate of cheese  that is emphasized by the struggle between the two characters pulling at the plate. 

"New Screenshots Emerge From Ni No Kuni." DIY. N.p., 10 July 2012. Web. 03 Mar. 2013. http://www.thisisfakediy.co.uk/articles/games/new-screenshots-emerge-from-ni-no-kuni/P6/

Unity




Unity is essential in art. It is the harmony that exists in a composition. Three ways to achieve unity are by use of proximity, repetition, and continuation. 





Proximity

Proximity is easily described as nearness. The eye is drawn to the proximity of objects and sees them as a whole before it sees them separately. In the picture below from Tales of Symphonia, the five characters are standing close together in the center of the picture. The viewer first sees the group together and then is able to distinguish each character. 


Shaorina. "Eew - Tales of Symphonia Screenshot." Eew - Tales of Symphonia Screenshot. N.p., Feb. 2013. Web. 03 Mar. 2013. http://stuffpoint.com/tales-of-symphonia/image/175080/eew-screenshot/




Repetition

Repetition is an element that recurs over and over. Sheena, from Tales of Symphonia, is surrounded by lines of cards in the air that repeat over and over in a consistent pattern. 



Shaorina. "Sheena - Tales of Symphonia Screenshot." Sheena - Tales of Symphonia Screenshot. N.p., Jan. 2013. Web. 03 Mar. 2013. http://stuffpoint.com/tales-of-symphonia/image/166356/sheena-screenshot/



Continuation


Continuation is a line that allows the eye to move continually from one area to another. The lines of the rocks above the boy flow to the line of the bridge and onto the next rock, allowing the viewer to see everything very smoothly. 


Emanuele. "Wind Of Change [The Adventure Begins]." Electric Blue Skies RSS. N.p., 28 Feb. 2013. Web. 03 Mar. 2013. http://www.electricblueskies.com/portfolio/nintendo-emulation-dolphin/the-legend-of-zelda-the-wind-waker/and-so-the-story-begins/