Monday 28 October 2019

Context of Practise 2: Study Task 5

Context of Practise 2
Study Task 5 - Writing an Introduction

  • After creating a prototype question, I created a brief research proposal and summary of the question and research I had done so far. Here is the initial summary and plan:

  • The task was then to produce an introduction, using the summary and a series of questions, from Estudio. I decided that I would like to make the written work of my project in 3rd person, to make it simple and consistent throughout the essay. In addition to this, I added some triangulated sources in the introduction, to briefly explain the practical importance of the visuals and how it is used in concept art, setting up for my practical response. The introduction is as follows:


Proto-Question:
How important are aesthetics in creating atmosphere and effective narrative in 2D and 2.5D video games?

“Visuals have become far more important,” according to Concept Artist for 2D Platform game, Ori and the Blind Forest (2015), Simon Kopp (2015), when referring to the aesthetics and visual appeal of 2D video games. When creating atmosphere in 2D and 2.5D video games, Art Directors (those who have full control over the visuals and narrative of the project) have to not only explore visual style, but additionally understand the use of sound design and mechanics of the gameplay. The aesthetics of a game can be established in the concept art stage, where stylistic choices can be made to enhance and drive the narrative the director is trying to convey. Concept designer, Urschel, J (2017), who had previously worked for Ubisoft and LucasArts, states that concept art is, “understood as the visualisation of ideas which currently only exist as written words, or thoughts, in someone’s head.” When exploring the visual aesthetic for 2D Metroidvania game, Hollow Knight (2015), artist, Ari Gibson, created a series of images exploring the character ideas and produced promotional material for public-funded Kickstarter campaign (Figure 1 and 2). Therefore, the impression created of the initial thought process is transferred throughout the production of a game (or product), which then determines the overall style conveyed for the narrative process. A practical and analytical response to the process of creating atmosphere can be explored by a focus on specific atmospheric games and producing a practical outcome from the findings. Through the exploration and analysis of atmospheric video games, researching interviews, video processes and understanding psychological responses to certain aesthetics, would provide the information required to produce an immersive environment for players. This research will focus on 2D-Platform Adventure games, Hollow Knight (2017), Ori and the Blind Forest (2015) and Inside (2016).

Sources for the Concept Art:

Figure 1:

Gibson, A. (2015) Hollow Knight Concept Art. Available at: https://www.rockpapershotgun.com/2015/09/30/hollow-knight-concept-art/ (Accessed 28th October 2019)

Figure 2:


Gibson, A. (2015) Hollow Knight Promotional Art. Available at: https://www.rockpapershotgun.com/2015/09/30/hollow-knight-concept-art/ (Accessed 28th October 2019)
  • I think that the introduction could be improved by re-phrasing a few of the sentences, so it flows a little better and makes more sense to someone reading it without previous knowledge.


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