Week 2 – Genre Analysis.
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Unfortunately, I was sick last week and missed both 3D lectures. This made me miss that week’s assignment and blog post where the students had to create 3 different crates based on different genres in games, but I thought that I could do a variant of that assignment. I can chose three genres and analyze their environment art to see what builds those genres and to see if there is any similarities between the different games within the same genre. The genres I have chosen are Sci-Fi, Post-apocalyptic and cartoony. As examples for the Sci-Fi genre I looked at the Mass Effect series and Deus Ex: Human Revolution What we can see from these screenshots and concepts are that every surface has sharp edges and has fairly “clean” and bleak textures which makes the objects look like they are made from some sort of metal. The lighting has often a cold blue hue to it. A lot of Sci-fi titles take place in space where the source of the global illumination is often a star with nothing colorful to bounce off, apart from the bleak textures of a space station, for example. Even if some lights can be of a more warm tone, the colder lights are almost always dominant. For the Post-Apocalyptic genre I chose Fallout 3 and Last of Us (which is probably the game with the best environment art, according to me). What every game in this genre has in common is that some sort of apocalypse has occurred and most of the civilization has disappeared. This means that the objects in the world is run down, rugged and crooked. Things that used to be of metal have now rusted. Indoor environments are often dusty and the outside is starting to creep in. The vegetation is also starting to take a big hold of the outside environment. What used to be a busy city street now resembles a forest. A lot of “random” debris on the ground is often used to portray the feeling of chaos and abandonment. The lighting is often based on our real world lighting since a lot of games take place on earth. This means that the objects in the world is run down, rugged and crooked. Things that used to be of metal have now rusted. Indoor environments are often dusty and the outside is starting to creep in. The vegetation is also starting to take a big hold of the outside environment. What used to be a busy city street now resembles a forest. A lot of “random” debris on the ground is often used to portray the feeling of chaos and abandonment. The lighting is often based on our real world lighting since a lot of games take place on earth. |