Proposed Dissertation
Title:
Investigating the emotive power of visual cues, and using
this knowledge to create a style guide for a game.
Brief Outline of work:
For my dissertation I will be investigating the power of
visual cues, which will culminate in the production of a style guide for my
final artefact. This dissertation will focus on what work goes into deciding
what a game looks like: colour, composition, lighting, perspective, etc.
Refer to my blog post for more information on what a style
guide contains: http://giselleczajka.blogspot.co.uk/2013/10/planning-my-dissertation-what-is-style.html.
I will be making a style guide for a small section of a
game, as it would be nigh on impossible for one person to make a style guide
for a complete game in one year. I will be picking one scene, or one 15-20
minute section of the game to focus on.
The aim of the dissertation is to be able to produce a style
guide that will convey the required aesthetic/mood in detail, so that a game
artist would be able to create consistent artwork from the style guide. I will
most likely make two smaller style guides, which show a change in aesthetic and
mood – so for example a town in prosperity, and then the same town in turmoil
later in the game. This will make it easier to show the contrast between
different moods and aesthetics.
After delving into this idea further, it became apparent
that evoking emotion in a player takes more than just a pretty environment; it
also requires well thought-out characters and story. Once I have got the
colour, composition, camera angles, etc to a good standard, then I will most
likely use the characters in the game to add that extra level of emotion. I
think that a style guide can still be good without that extra depth, but I want
to include it if I can, to give it that little bit more.
Rationale:
Personal:
I don’t enjoy 3D modelling, and my
skills at programming are too basic for me to want to risk basing an entire
dissertation around it. I have decided to base my dissertation around art, as I
really enjoy drawing, but I still have plenty to learn. My drawing skills have
got rusty over the past few years, so the dissertation module is the perfect
opportunity to brush up on my art skills, and develop them further.
Refer to my blog post for more detail
on my personal reasons for choosing this type of dissertation: http://giselleczajka.blogspot.co.uk/2013/10/planning-my-dissertation-deciding-on.html.
Work Related:
I looked into what roles are generally in the games
industry. The specific roles that interest me are as follows:
- Art Director // Lead Artist – once I have enough experience, I would like to work up to a lead role in this area.
- Creative Director // Lead Designer – this is again something I would like to consider once I have the required experience.
- Concept Artist
- Designer (Systems Designer, UI Designer, Level Designer)
- Writer
Writer is the least
important role to me on this list, so will most likely not be a focus in this
dissertation, but is still something I am interested in.
Lead artists need
the same skills as roles like concept artists, but also need years of
experience, which won’t be feasible for a student trying to get into the games
industry. I will aim for the lower roles to start with, with the intention to
work my way up the ladder to a lead role later in my career.
Looking at example
jobs, the following skills are often required for jobs as concept artists:
- Drawing and painting skills, both in traditional and digital mediums
- Understanding of lighting, colour theory, composition, perspective, anatomy, etc
- Self-motivation
I already have some drawing skills, but the dissertation
will improve these further, and also give me skills in digital art, such as the
use of Photoshop. The style guide itself won’t technically need drawing skill,
but the research I undertake will involve lots of drawing, to test colour
theory, composition, etc, as the best way to learn is to try out lots of
different ideas. This will then also cover the second bullet point listed
above. The ability to be self-motivated will definitely be shown in the
dissertation as well, as we are expected to be autonomous learners.
Refer to my blog for more information on roles in the
industry, desired skills that a game designer will possess, and examples of
jobs in the industry:
- http://giselleczajka.blogspot.co.uk/2013/07/planning-my-dissertation-roles-in.html
- http://giselleczajka.blogspot.co.uk/2013/07/planning-my-dissertation-skills-needed.html
- http://giselleczajka.blogspot.co.uk/2013/10/planning-my-dissertation-what-jobs-are.html
Academic:
Over many years, humans have learnt to
express ideas through written word, and to convey emotion through music and
art. Awareness of emotions has always played a big part in our survival;
fear tells us when we should run, and contentment tells us when we
are safe and nourished. Reacting to emotions is vital, and sight plays arguably
the biggest role in extracting emotional cues from our environment.
A cross-looking person may inspire feelings of fear or discomfort, while seeing someone that looks happy may evoke feelings of happiness or calm in the onlooker. Cognitive science suggests that visual art can stimulate emotions in the viewer by taking advantage of emotional cues we've learned to interpret over the millennia. A picture of someone with a steely, harsh expression should inspire a sense of fear or unease in the average viewer, whereas a picture of a child might produce happier feelings.
Some studies do support this observation. In a functional MRI study, Kawabata and Zeki (2003) found that beautiful pictures stimulated the regions of the brain that are associated with emotion. In some instances the use of colour and symbolism can also evoke an emotional response. For instance, the colour red is often associated with danger, or anger. In the same way, chaotic lines can make the viewer experience feelings of discomfort and disorder.
These emotion-stimulating visuals;
smiling children, angry faces, the colour red, and lines in disarray, are known
as cognitive antecedents. Artists can use them to store an emotional state, to
be experienced by the viewer later on. The emotions that art can invoke aren't
always planned deliberately - they can be different for each individual. For
example, in Japan the colour white is associated with death, so may invoke
feelings of sadness in a Japanese viewer.
This is something I would really like
to investigate further, in relation to video games. It will also help me to develop
relevant skills for jobs in the games industry (see the work related section,
above).
Annotated Bibliography:
Main research:
The following are
directly related to my dissertation.
Books:
Don
Seegmiller (2003). Digital Character Design and Painting. USA:
Charles River Media.
This book covers how to merge character design and
digital painting. While this book covers general drawing techniques, it also
covers colour theory, lighting, etc. It talks about creating characters that
elicit specific emotions from viewers, which is directly relevant to my
dissertation.
Les
Pardew (2005). Beginning Illustration and Storyboarding for Games.
Boston: Thomson Course Technology.
This book is
dedicated to learning how to create storyboards and concept art. Nearly every
chapter in this book will be of use.
Phil
Metzger (2007). The Art of Perspective. Ohio: North Light Books.
This book is about
learning how perspective works, which is exactly what I need for my research,
as perspective is one of the important skills that I will need to be proficient
in.
Tom
Bancroft (2012). Character Mentor. Oxford: Elsevier.
This book shows how
to use expressions, poses, and staging to bring a character to life. It also
talks about using angle and composition to create character-driven scenes, or
story-driven scenes, which relates directly to creating a style guide, as a
style guide is all about how the scene has been laid out.
Websites:
Jesse
Schell. (2013). Nobody Wants to Read Your Design. Available: http://www.slideshare.net/jesseschell/nobody-wants-to-read-your-design.
Last accessed 19th October 2013
This article talks
about how artists will want a design document (in my case a style guide, which
is an art design document) that is more visual than textual.
Liberated Pixel Cup Styleguide. Available:
http://lpc.opengameart.org/static/lpc-style-guide/styleguide.html. Last
accessed 14th October 2013.
+
Margrave: The Blacksmith’s Daughter Early
Storyboard. Available:
http://www.bigfishgames.com/blog/margrave-the-blacksmiths-daughter-early-storyboard/.
Last accessed 14th October 2013
+
Sony. The
Look and Feel of Planetside 2. Available:
https://www.planetside2.com/player-studio/style-guide. Last accessed 14th
October 2013.
+
Valve. DOTA 2 Character Art Guide. Available:
http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf.
Last accessed 14th October 2013.
+
Valve. DOTA 2 Character Color Texture Guide. Available: http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf.
Last accessed 14th October 2013.
+
Valve. DOTA 2 Character Shader Masks Guide. Available: http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf.
Last accessed 14th October 2013.
These are examples
of style guides. They will be very useful as a reference.
Research related to
deciding on the narrative context, location, function(s), etc:
The following will
help me give some narrative context to my style guide.
Books:
Andrew
Rollings & Ernest Adams (2003). Andrew Rollings and Ernest Adams on
Game Design. USA: New Riders Publishing.
This is the book that I used when researching
skills that a game designer requires (p18-26). It is a general game design
book, but I am particularly interested in Chapter 3: Game Settings and Worlds,
Chapter 4: Storytelling and Narrative, and Chapter 6: Creating the User
Experience (this chapter talks about the visual element of the user
experience).
Flint
Dille & John Zuur Platten (2007). The Ultimate Guide to Video Game
Writing and Design. New York: Lone Eagle Publishing Company.
This book will be
useful in deciding on the narrative context, location, function(s), etc behind the style guide.
Heather
Maxwell Chandler & Rafael Chandler (2011). Fundamentals of Game
Development. London: Jones & Bartlett Learning.
This is the book that I used when researching roles
in the game industry (Chapter 3). It is a general game design book, but I am
particularly interested in Chapter 8: Characters, Setting, and Story.
Lee
Sheldon (2004). Character Development and Storytelling for Games.
Boston: Thomson Course Technology.
This book will be
useful in deciding on the narrative context, location, function(s), etc behind the style guide.
Steve
Ince (2006). Writing for Video Games. London: A & C Black
Publishers Limited.
This book will be
useful in deciding on the narrative context, location, function(s), etc behind the style guide.
Research related to
drawing skills:
The following, while
not necessarily related directly to my dissertation, are focused on improving
my general drawing skills.
Books:
Derek
Lea (2009). Creative Photoshop CS4. Oxford: Elsevier.
This book covers how to use Photoshop CS4.
Photoshop is one of the well-known pieces of software for creating digital art,
so this book will be very useful.
Ettore
Maiotti (1993). The Drawing Handbook. Italy: Gruppo Editoriale
Fabbri.
This book teaches the principles of pencil drawing.
Haitao
Su & Vincent Zhao (2011). Alive Character Design. United
Kingdom: Cypi Press.
This book talks about how to draw characters, and
bring them to life.
Hazel
Harrison (1999). Drawing with Pencils & Pastels. London: Lorenz
Books.
This book teaches the principles of pencil drawing,
and drawing with pastels.
John
Torreano (2007). Drawing by Seeing. London: Lawrence King
Publishing.
This book teaches the principles of drawing, with
illustrated examples of what techniques improve drawing, such as perceived
overlap.
Project Timeline and Milestone Deliverables:
To begin with, I will do as much research as possible on the
relevant subjects, through books, articles, etc. This is already in progress
now. I will then start defining some goals, and start experimenting with
aspects: testing colours, composition, and so on.
WEEK 12 (16th-20th Dec): By Christmas
I will have decided on the details of the style guide: aesthetic/mood/tone etc,
narrative context, location, function(s) of the scene, the players, NPCs. This
may change throughout the project, but I will at least have a focus for my
starting point, so that I can start on the actual artefact itself.
WEEK 13 (20th-24th Jan): By the new
year I will have made all the preparations, and be ready to really drill down
into the topics. I will have the knowledge to really be able to make informed
decisions on aspects of the style guide, from my research and experiments. I
will make a first pass on the narrative structure, and collate reference
materials for the theme and mood, then I can start really building my style
guide.
WEEK 20 (10th-14th
Mar): By March I will endeavour to have a complete first pass of my style
guide, so that I have time to revise and polish it.