Essay process
I started by analyzing a sample paper, Laurie Haslam's research paper on conceptual art in game environments, which includes personal research, industry lectures, and research reflections to explore ways to create immersive, believable game worlds.
I think her thesis is mainly divided into five parts:
1. Introduction to the research background and purpose of the paper:
The part of introduction mainly explains that SARAH AHH KENNEDY's thesis research focuses on the concept art of game environment, tries to build a fantasy world that integrates the elements of ancient Near Eastern culture, and obtains design inspiration through communication with professionals.
2. Communication with designers:
The author communicated with four concept artists to understand their creative ideas and processes. Andis Reinbergs stressed the importance of field research and preliminary sketches; Billy Roberts proposes to develop daily observation skills and sketch exercises; Nicholas Baum shares unique creative process; Cy Gardner explains the main points of presenting your work to clients and how to document it.
3. Attend industry talks:
Attend 4 industry talks to gain experience from different fields. Rob Watson encourages free exploration of ideas; Ross Peploe's emphasis on customer needs; Ness Wood explains the collaborative design process in the publishing industry; The Global Voices Campaign team shares the meaning of cross-industry collaboration.
4. Research reflection:
The author's thesis clarifies the direction of her own creative method through research. Listen to lectures that help authors understand careers in the design industry, etc.
5. Others:
Finally include references, lecture summaries, networking records, and evidence of communication with professionals.
After reading her paper, I also had a general idea and wrote a draft:
Research report
Introduce
With the rapid development of the game industry, the game environment design, as a key component of the game, has an important impact on the game experience of the player. A well-designed game environment can not only create an immersive game atmosphere, but also promote the development of the story and enhance the appeal of the game.
This article focuses on game scene design, through the communication with three game designers, in-depth discussion of game scene design from the real world to get inspiration, the importance of balancing reality and design scene, and the way to deal with the bottleneck of creation. The study found that the real world can play a supporting role in the design of game scenes, and designers need to find a balance between artistic expression and technical limitations according to the needs of the game. Through the communication with professional designers in the industry, this study obtains valuable practical experience and design concept, and provides valuable reference for the field of game scene design.
Sajia Wintersun worked on the set design for Sniper Elite 4, and her level in an Italian fishing village provides me with a good example of taking inspiration from the real world. When designing the level, she mainly used Google Maps to observe the Italian fishing village in all directions. In this way, she was able to capture the small details that give a place its unique charm, which became an important element in building the realism of a game scene. For example, the unique layout of the fishing village buildings, the characteristic decoration of the seaside, etc., are cleverly integrated into the game scene.
In the setting design of Sniper Elite 4, Sajia Wintersun emphasized the game's historical accuracy. Although the game is set during World War II, this doesn't mean that the setting style has to go to the extreme "doomsday wasteland" or "medieval" style. Italian architecture did not fundamentally change during World War II, so the game scene can still show the romantic atmosphere of the Mediterranean coast. In game setting design, historical accuracy and artistic expression are not in conflict with each other, but can be combined to create a unique game atmosphere.
Lara Frank specializes in landscape concept painting, and her work covers a variety of areas, including mobile game novel Settings and music video related paintings. When designing the setting for a mobile game novel based on the Netflix series, she draws multiple angles of the building. In this process, whether it is the way of drawing from the whole to the part, or the method of conceiving different angles before integrating the external structure, it reflects her in-depth understanding of architectural space and visual presentation.
Many of her concept paintings are highly impact, such as the mountain painting in "Project Tanna-Corrupted Light" and the building collapse and light penetration in "2020: Meredi Above". The source of inspiration for these works is worth exploring. (Specific sources and other answers)
In his material texture design for "Ether", Oliver John Farrell demonstrates the ability to achieve artistic expression within technical constraints. In his designs, he creates his own textures of many materials and references real-world materials. For example, when designing the texture of furniture, the texture of wood and the texture of metal in the real world may become his reference objects. During project design, he works closely with the art, modeling and programming teams to ensure that the texture of the material is consistent with the overall style.
With the wide application of AI technology in game development, how to combine AI technology with traditional manual production has become a new challenge. Think about how AI technology can be used to improve the efficiency and variety of texture production, while retaining the delicacy and uniqueness of traditional handcrafting. (We'll have to wait for oliver's answer.)
Through conversations with three game designers, I learned about the many ways in which game environment design takes inspiration from the real world, and the importance of balancing reality with design, art and technology in the design process. At the same time, I also learned the strategies of designers to cope with bottlenecks and maintain creativity in the creative process (specific strategies, etc., need to be answered). These valuable experiences and insights provide a rich reference for my game environment design and help me create more immersive and engaging game scenes. In the future game environment design, I will flexibly respond to various creative challenges and constantly explore and innovate.
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