Monday, 15 December 2014

Literature review

The concept art in creating impacting game character personalities in the video games

Literature review

Introduction: 

The literature review is accumulated with information obtained from different areas in the study, and professionals in the fields, these themes are based on creating an impacting game character personality, the influences in putting realism in character development and it’s readability to the audience, the crucial procedure in creating a character that fits with the story. The paper shows different explanation of the topic, the primarily focus will rely on character personalities.
   
The Skillful Huntsman is a book edited and constructed with four individual concept artists, who opt to create a universe from scratch. Every individual member explains the process of creating a character which stands out. Three students Felix Yoon, Mike Yamada, Khang Le and their tutor Scott Robertson give an easily to understand, but crucial explanation of character development. From the beginning the hunter was developed to have an Asian appearance to his costume, Yamada starts researching history and culture to add part of realism to the story. Le stated [ p.32, 2005] ‘Make an alien character too alien and the audience won’t relate to it’ this statement is very interesting, a person needs something familiarizing to create an enticing character, Le added [p.32, 2005]   ‘This is the reasons why most alien design in movies have human features’ this quote is informative, however it feels like it constrains the character design. Yoon follows up with the costume design; he’s a traveling hunter, and Yoon States ‘I thought it would be inconvenient for a traveling hunter to wear drapery as part of his costume’ [p.36, 2005].  After establishing the character now it was time to create the world which revolves around the huntsman. Yoon starts with sketches by exploring structures and landscapes in different time periods. [Yamada, P 44, 2005] states ‘the world could become an additional character and give an additional sense of history’. [Le states P. 46, 2005] ‘The huntsman traveled about looked for work’ which opens a lot of different environmental designs. Le creates different types of transports; floating hovercrafts is a fan favorite in sci-fi films. Le states [p.54, 2005] ‘designs need to perform a function’ this is an interesting quote; because every form should perform a function.

This relates to the second literature piece, as director Todd Howard describes it in the Art of Skyrim specifically about the world of Skyrim, the character ‘Dragon Born’ from The Elder Scrolls game IV, is a linear character made by the player, to explore the world of Skyrim. In addition the developer [Howard 2011.p.4]  states “the world in our games is the main character” in this case I agree with him, a games personality is not just based on a person, but also a world, the areas, the inhabitants, and it’s completely true in Skyrim’s case. In the land of Skyrim there are several playable races, Argonians ,Breton, Dark Elf, High Imperial, Khajiit ,Nords, Orcs, Redguard and Wood Elf all of this can be seen in the introduction of the game. ‘With an expansive world for player exploration, environmental scenery is not only a defining aspect of the graphics, but a character itself’ states [Anon.1. P.190] The weather, changes, from calm to rainy, to snow, the game has a life of its own. The main inhabitants of Skyrim are Nords, [Anon.2. 195 states] ‘We depict the player as a male Nord to best illustrate the tone of the game’, which is understandable, however, a player can choose what is best for them, this is strongly based on opinion, the best thing about the story, is that the player gets to play it how they wish.

In contrast to this another professional that works in creating characters, Bruno Gauthier Leblac a concept artist who works inside Ubisoft, was asked to create one of the main antagonist characters for the game Far Cry 3. Vaas is one of the most prominent characters from the Franchise. The antagonist was originally called Bull. Leblac recalls (2012, pp. 64) Bull being ‘a brutish, aggressive, intimidating character with a face to prove it’, however he states that this is ‘a little generic’ and he changed the concept for Bull, he did a great job dealing with this and he managed to create one of the most interesting characters of the decade. Leblac came up with different styles. Leblac then creates the character appearance based on actors, Micheal Mando, a well-known actor that stars in the series Orphan Black. Leblac added that ‘Ubisoft is increasingly using actors to inspire at the concept/development stage of character creation’ alike the film industry, games have started announcing real celebrities to take part in their games. The name Vaas was used to the character, because it is an indirect way of the word meaning Pyro.  ‘Some of Vaas’s insanity is captured in his rough-shaved hair and the bandages on his fingers, covering scabs he incessantly picks at.’ (Leblac,2012, p. 64)added in ‘Few are aware that the three white straps hanging loosely across Vaas’s chest are an allusion to the three white stripes worn by military generals.’ This shows little details such as equipment creates interesting parts of these characters, the character renders very well with his surrounding, keeping that in mind Leblac equipped Vaas with pirate-terrorist clothing, to make him look like one of the locals in the game, which takes place on a deserted island. 

Conclusion:

The books and article provided me with inciting understanding of my topic, further my knowledge in creating impacting game characters and made things clear, in addition to my previous understanding in the field, I have accumulated from relevant research topics, to critically asses the topic and keep amassing further into this field.

The SkillFul Huntsman




Skyrim:

 Bull To Vaas




Reference: 

Dean, I, Issue 89., December 2012. ImagineFX  Create dynamic game art.. 30 Monmouth Street, Bath, BA1 2BW, UK: Future Publishing, accessed: http://www.imaginefx.com/02287754332397685045/imaginefx-89.html

McCaig, I. 2005, THE SKILLFULLHUNTMAN, Visual Development Of Grimm Tale At Art Center College Of Design. Hong Kong, Design Studio Press.

Howard, T.  First edition 2011, Bethesda, The art of Skyrim. Maryland, United States, publishing: Bethesda.


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