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Textured and rigged statues in Unreal Engine 4 + particle waterfall
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Honours Project Reference Images and Ideas
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Indie Game Artists
Similarities, themes and approaches
What are Indie Games? Indie Games are video games that have a smaller budget and are not made by massive AAA companies. Although they have smaller budgets and Indie games are easily distinguishable from AAA games, they do share some similarities and techniques. For instant Indie Games share the same methodology in the creation and development of their games. Indie Games, like AAA video games use character sheets to show progression and design of a character, they also create environment art similarly to AAA games. However, Indie Games have more creative freedom due to smaller budgets and smaller teams. This means that because of budget restraints Indie Developers have to be interesting in design creating unique designs that are memorable for players. A difference between AAA studios and Indie studios is the roles staff have, in AAA teams employees are given one specific role whilst in Indie studios they can be given a multitude of roles and tasks.
The concept art of Indie Games and AAA Games tend differentiate massively in which AAA tends to follow the theme of creating hyper realistic characters and environments. This is normally due to having to adhere to the theme of previous games with in a series, the genre or the work of the same art director. And the work of Indie Game Concept artists normally follows the theme of creating cartoon or stylized environments and characters. However, there are some exceptions with in both. Matt Rhodes and Claire Hummel are AAA video game artists that do not conform to the norm of realism with the development of concept art with in games. Both artists create stylised pieces for realistic games. An exception within Indie Games is the work of Arnie Jorgensen. Jorgensen creates realistic concept for Banner Saga but the final product of the game is stylised. This shows that AAA and Indie games do not have to follow the norm with in the creation and development of a game and shows that concept art isn’t always how the final game will look.
In the past, each video game that was released was somewhat unique, and designed differently to create a memorable and distinguishable game. Previously due to the current level technology games at the time, game artists were somewhat restricted on creating realism so had to create video games with their own unique style. Today I feel like this creativity with in the design of a video games has been lost in AAA video games. Due to what appeals to their mass demographic, developer create what they know works and what they think what people want, and that tends to be realism. Indie Games, due to their smaller budgets create visually unique designs to combat not having the budget to create realism.
Video games today seem to be more about trying to create a game that will sell rather than creating something to innovate. Video games like the Call of Duty Series are examples of games that come out every year that people will buy because of the name, and does not necessarily bring anything new to the table but provides a steady and safe income for developers. However, there are some exceptions within the AAA market. Ubisoft Montreal is an example of a company that knows the importance of Indie Games and the influence they can provide to current trends and design within video game scene.
Patrick Plourde, creative director at Ubisoft spoke about going Indie in AAA with the development of Child of Light. Plourde knew how to pitch his idea to the companies taste, a company responsible of creating massive AAA titles such as Assassin's Creed and Far Cry. Plourde referenced the success and design of Indie Games such as Journey, Limbo and Bastion. Patrick Plourde said “There was a certain level of risk I knew they’d be willing to take financially,” The success of Child of Light and other Indie games could be said to have influenced how Ubisoft Montreal and other AAA studios regard internal, smaller-scale games in the future. With games being released like Assassin’s Creed Chronicles China and India and now with former Devil May Cry developers risking it on the market to create the AAA Indie game Hellblade, change seems to be inevitable. With Hellbladed, rather than working with a big publisher, the studio is self-funding the game as an independent AAA title allowing them more creative freedom and even allowing them to tackle more difficult and sensitive topics that may not appeal to the mass demographic of gamers. The developers said, "We want to create entertainment, yes, but we also want to create art," said Ninja Theory design chief Tameem Antoniades of the studio's reasons for creating Hellblade without major publisher support. "And I think usually large publishers want to create a product. There is a distinction between creating a product and creating a piece of art."
To conclude, Indie Games and AAA video games do share some similarities within the production and development of their games, however vary massively on their final result.
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Japanese Game Artists
Are there common themes, approaches and ideas?
There are common themes and techniques used by Japanese game artists that can be seen across the work of multiple established game artists. Japanese game art usually consists of producing drawings in a more traditional way. This differs from Western game art, in which concept artists normally push for more realistic character designs and realistic environments using the most advanced methods including using rendering, photo bashing and 3d modelling to produce life like designs. The design of the art consists of being produced digitally and hand drawn with the development of an idea from basic sketches to more refined line art and in which colour is added later. Japanese concept artists have been known to use traditional methods such as cross hatching, water colour and inks in order to add depth and colour to their pieces. Akiman and Bengus are Japanese artists known for their work on titles such as street fighter and Marvel vs Capcom, in which he used cross hatching to add depth and shadow. Another example of how traditional methods are used is from the artist Yoji Shinkawa. Yoji Shinkawa has produced a multitude of concept pieces over the decades in which the Metal Gear Solid franchise has been created, Shinkawa uses a traditional method using water, black ink and a paint brush. His pieces use the high contrast between the white paper and black ink to create stealthily atmospheric scenes in which each stroke masterfully expresses different elements of the human from.
Character design in Japanese game art focuses heavily on human form and over exaggeration of the human form. This differs from Western game art in which the anatomy remains realistic. This difference is apparent within the design differences in Capcom's interpretation of Marvel superheroes, in which the human form is pushed even further. Differences can also be seen within the display appearance of characters with in character sheets and design. Western character design usually consists of fairly practical static poses to display different elements and angles of a character ready to be 3d modelled. Japanese character design uses dynamic and exciting poses creating life in their pieces.
Japanese game artists seem to be influenced by art and techniques used by artists in the art period of Edo Japan. Yoji Shinkawa's work and technique can draws influence and shares similarities to the work of Tawaraya Sotatsu. In many of Tawaraya Sotatsu's paintings only black would have been used adding only detail and form where it was needed, Edo Japanese artwork was about flow and producing simple but beautiful pieces.
Similarities in use of colour and appearance can be seen between modern Japanese game art and that of Edo Japan. Edo Japanese artist Katsushika Hokusai effectively used colour to produce beautiful prints of environments and line art portraits. Similarities can be seen between his work and modern artists such as Kinu Nishimura who produces line art figures which are then filled in with similar bright colours.
Is Japanese game art uniquely Japanese and how does it differ from Western game art?
I think Japanese game art is uniquely Japanese as I believe that its style originates from that of the work of Edo Japan, in which traditional techniques and methods are used. Western game art differs from that of Japanese game artists. Japanese character concepts seem to differ from Western game art as they emphasis and over exaggerate the physical appearance of the human body in which male characters are overly muscular and female characters have one body shape and are given revealing outfits, whilst Western game artists character concept art follows more realistic forms. Furthermore, Western game art focuses on more modern techniques rather than traditional ones. I feel Japanese game art is easily identifiable in most cases as it look so different.
However as always there are some exceptions or cross over sections with all art. The Japanese artists Yoshitaka Amano and Yoshida Akihiko art differs from the typical Japanese style and follows the art style of medieval European art similar to that of the Byzantium and Romanesque art style. The work of Yoshitaka Amano also looks to be heavily inspired by that of Art Nouveau and the colouring used by Gustav Klimt.
To conclude, Japanese game artists create concept art in a similar but effective way through character design which is uniquely different to that of Western game art.
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