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       #Post#: 17--------------------------------------------------
       Orange-blue traditional complementary palettes in scenery
   DIR By: Pam
       Date: May 20, 2021, 9:40 am
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       I've examined two of the three examples of traditional
       'complementary palettes' in adventure game scenery so far, so
       it's time to look at one of the most popular and useful
       combinations, that being blue and orange. This might be the most
       common example of using these traditional palettes, due to its
       versatility in night scenery, but there's plenty of applications
       that put interesting twists on the formula, and it's well worth
       studying them.
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       This example from King's Quest 6 shows how the cool blue of the
       main structure is warmed up by the firelight cast by the torch,
       with the pile of skulls behind the figure a grimy orange, all of
       which is framed by blue spines and ribs in the far distance. The
       blue of the figure and his chair is sickly and cold, reminiscent
       of death, most appropriately, and the warmth of that torchlight
       makes the scene feel more dramatic - though the blue of the
       backdrop could be the blue of a summer sky, torchlight wouldn't
       have the same radiance in such conditions.
  HTML https://1.bp.blogspot.com/-kqQ45kg5v8I/WIyPxh_vwnI/AAAAAAAAAtM/KM96tf90yeEKhSJQEFtKXO_70x6IPgJkwCEw/s400/Untitled-2.png
       This scene from Once Upon a Forest shows a much less warm orange
       light - here it feels more natural, and sunny because of the
       less saturated hues, that make it feel like sunlight lighting up
       wooden material, rather than a direct orange light hitting a
       surface. The blues work well to give the impression of a cool,
       shadowed interior, and help the warmer sections to stand out
       nicely.
  HTML https://1.bp.blogspot.com/-EB2K727n4Tg/WIyPvd6vNcI/AAAAAAAAAtM/aCsZ5dbX9wk0bhLwUWGN50_uNubd-AKMwCEw/s400/330599-indiana-jones-and-the-fate-of-atlantis-dos-screenshot-it-looks.png
       Another sunny scene, here from Indiana Jones and the Fate of
       Atlantis. Here the shadows go to black rather than blue, but the
       sky is a lovely, airy blue that helps to offset the darkness of
       the stone features. The sand also breaks up the dark rocks
       nicely, allowing those darker segments to act as nice framing
       and texturing devices among the lighter areas.
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       Again we see blue sky and orange ground, but this scene from
       Full Throttle feels less airy and more dusty. The orange dirt
       feels less like the sand of the previous scene, and more like
       the barren soil of an American desert. The sky is a gloomier
       shade, heavier and darker, and the stone features, where
       coloured, are a sun-baked reddish orange that feels hot and dry.
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       Moving to an interior from Full Throttle, we see a cavern given
       a dank, gloomy feel by means of those dark blues in the
       distance, bringing to mind the cool shade of a cave. The
       orange-brown foreground features stand out nicely, making the
       scene clear to read, and reinforcing the red, desert rock of the
       area (as opposed to the grey stones we saw earlier) without
       being too warm so as to feel brightly lit. A very clear division
       in hues like this makes the scene very easy to read.
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       Another example of a cave with blue in the distance and orange
       in the foreground is this scene from The Dig. The rich
       ultramarine of the distance feels mysterious and otherworldly,
       and the warm orange of the foreground feels dangerous and eerie
       - the hidden lightsource coming from directly below is from the
       opposite direction we expect sunlight, making it feel somewhat
       'off'. Interestingly, Maggie's orange suit means she blends in
       with the foreground hues, meaning the dark values behind her,
       and the fact that she animates while in this web, are needed to
       make her stand out clearly.
  HTML https://1.bp.blogspot.com/-uYXZ5wtIFSU/WIyPmwWFu4I/AAAAAAAAAtM/IXLJ7XnUrCopWHq3mmlvyWF2Thg05eBlQCEw/s400/13_062_zpsns6ahyhz.png
       Dune's sietches, on the other hand, are almost wholly orange,
       with no blue distant light to add a sense of depth - however,
       unlike Maggie's orange suit, you can see here how the blue eyes
       of the Fremen stand out, and catch our attention. This example
       is particularly powerful because of the blue stillsuit - though
       many Fremen have brown or green stillsuits, the blue eyes are a
       constant, that jump out wonderfully against all the warm
       colours.
  HTML https://4.bp.blogspot.com/-2KwWqzyI78Y/WIyPwLptY4I/AAAAAAAAAtM/2UcASwlQOLA9OfxTGqZUHqRmxIPOjBniACEw/s400/701827-gabriel-knight-sins-of-the-fathers-dos-screenshot-the-strange.png
       From mostly warm hues, to mostly cool - here the shadowy,
       mysterious blue of the voodoo museum is broken up in just a
       couple of places by the warm glow of lighting. This is
       particularly effective in the foreground, where the skull and
       mask are made that much more eerie by the warm lights hitting
       them from the side and below.
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       Another great use of orange highlighting in a blue environment
       is this scene from Gateway, in which the orange face and hands
       of the figure really pop against the deep blue backdrop. The
       high levels of saturation in both colours really give this a
       neon drenched, science fiction feeling, particularly the way the
       skin of the face is shaded to a very unusual colour for skin.
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       This similarly futuristic scene from The Koshan Conspiracy is
       much earthier in tone, but the slight blue tint to the lights
       helps to make them look more unique than the white or warm
       lights we're used to seeing in an interior. The use of blue here
       is very minimal, but the rays of light travelling down are just
       blue enough to make them really feel bright against the orange
       tones of the backdrop.
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       This scene from The Secret of Monkey Island shows the opposite -
       very deep, saturated blues contrasted with warm yellow-orange
       lighting. This warm lighting is reminiscent of lamp and candle
       light, much more suitable for a game set in the era of pirates
       that the blue lights of the previous two scenes, and it really
       breaks up the deep blues nicely. The blue feels quite naturally
       nocturnal, despite being much more saturated and bright than a
       real world night scene would be.
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       If the oranges are kept quite saturated, but the blues are
       stripped of saturation, we get a much lighter feel, such as in
       this shot from Willy Beamish. The pale blues help detail the
       kitchen through the archway nicely, and also help it feel far
       from us, as well as breaking up the oranges nicely throughout
       the rest of the scene.
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       This example has the orange very saturated, and almost red in
       places, and the blue warm enough to be teal in spots - it's
       almost reaching the red and teal combination of the scene from
       Conquests of the Longbow I looked at two posts ago. This shows
       the great contrast setting deep oranges and reds above pale
       blues gives, with wonderful readability in the forms as a
       result. A really interesting use of the colours.
       And with that, my examination of traditional complementary
       palettes in adventure game scenery is complete. There's plenty
       of other examples, of course, but I've tried to find a wide
       variety of uses that show many different effects artists have
       managed to achieve by using these palettes. It's a fascinating
       and educational subject, and I hope you enjoyed studying these
       scenes!
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