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       #Post#: 22--------------------------------------------------
       Shapes in Composition
   DIR By: Pam
       Date: May 21, 2021, 5:41 am
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       The very shapes an artist uses in an image dictate, to a great
       degree, the mood, feel and ideas that the scene will
       communicate. We've looked at this already in terms of specific
       details, but it's no less important to remember that a scene's
       actual composition is based around shapes, too. As can be
       expected, these forms provide a great deal of options for an
       artist, and can be combined or used in various ways to describe
       a range of concepts or feeling to the viewer. Like the other
       elements we've discussed previously, this is a powerful tool for
       the artist when translating a writer's ideas into visuals.
  HTML https://adventuregamers.com//?ACT=49&d=34457&fid=43&f=1.png
       Our simplest, most basic shapes are rectangles and squares.
       These are reminiscent of stable, trustworthy things: buildings,
       house bricks, pavement. They feel man-made, measured and
       reliable, so for places of authority – such as this detention
       centre from Unavowed – they are the perfect basis on which to
       build a scene.
  HTML https://adventuregamers.com//?ACT=49&d=34457&fid=43&f=2.png
       A more dynamic set of shapes are curves and circles. These feel
       less stable, and slightly more natural, and their tunnel-like
       appearance is often good at creating the sense of a distinct
       pathway and a distance to travel, as well as drawing focus into
       the middle of a scene. Combining a tunnel of circles with a
       gentle S curve off into the distance such as I’ve done here in
       Unavowed is an effective way to give that impression of distance
       – straight lines are always the shortest route between two
       points, so curving the line helps to build the illusion of
       depth, and give greater surface areas to show for the walls.
  HTML https://adventuregamers.com//?ACT=49&d=34457&fid=43&f=3.png
       A third aspect of shape we can build around is angles. These
       initially feel similar to rectangles in that they can feel quite
       man-made, but the lack of perceived stability adds an element of
       drama and tension to them. They are perfect for images like this
       establishing shot from Unavowed, which places the 'camera' high
       above the street, looking down, adding a slight sense of danger
       by representing a point of view that isn't standing on stable,
       solid ground.
  HTML https://adventuregamers.com//?ACT=49&d=34457&fid=43&f=4.png
       Knowing the nature of our scene is a good way to decide which
       shapes to build it with. Take this castle wall and gate from
       Companions of Xanth, for example. Here the structure we're
       looking at is rigid and unyielding. Placing the viewer's eye at
       this exact spot makes the forms of both gate and wall feel very
       solid, and from here it's impossible to see any way to climb
       over, crawl under, or walk around. These large, solid rectangles
       represent power, authority, and a hindrance to any progress we
       could wish to make.
  HTML https://adventuregamers.com//?ACT=49&d=34457&fid=43&f=5.png
       The square shape isn't always limited to man-made objects.
       Companions of Xanth, again, uses large square canyon walls here
       to represent a barrier that we cannot pass. Note how straight
       the edges are – there's no sense that we could climb these cliff
       faces, and because of that we perceive an impassable and
       immovable barrier. Compare this with the curving shape of the
       path that winds through the middle, giving us a sense of a
       distance that we must travel and a form that feels much less
       firm and imposing.
  HTML https://adventuregamers.com//?ACT=49&d=34457&fid=43&f=6.png
       In the same way that squares don't necessarily represent
       something artificial, circles don't necessarily represent
       'organic'. In Simon the Sorcerer 2 we have the interior of a
       building, easily recognisable as such, but if we take a step
       back and examine the shape of the composition as a whole, it's
       quite clear to see it shaped as a big circle. This works well
       for this kind of scene, a place less authoritative and more
       lighthearted. It gives a looser, less reliable feel than the
       hard straight lines of a composition built around squares, and
       also feels more fun.
  HTML https://adventuregamers.com//?ACT=49&d=34457&fid=43&f=7.png
       When used in nature, though, circles are great for giving a
       sense of focus. In this scene from The Dig, our eyes are drawn
       to the end of the tunnel, and the loose, circular composition
       acts as a picture frame (something we've discussed before, and
       comes up many, many times when studying compositions). This sort
       of scene works in feeling contained and narrow, forcing us down
       a passage, and is also an excellent way to link between two
       areas, potentially building suspense for what is to come.
  HTML https://adventuregamers.com//?ACT=49&d=34457&fid=43&f=8.png
       Even the slight suggestion of a circle can help elicit that
       feeling of narrowness. The rounded opening made by the
       vegetation in this scene from Frederik Pohl's Gateway creates
       both a strong sense of dense jungle, and a slight suggestion of
       being concealed from the creature described in the text. While
       much less of an actual tunnel in structure, it still has the
       same effect of enclosing the scene to feel contained, and
       focuses our eyes on a particular point.
  HTML https://adventuregamers.com//?ACT=49&d=34457&fid=43&f=9.png
       A more complicated series of circles and curves, as shown in
       this area from King's Quest VI, can combine the two ideas
       nicely. The curving walls, and particularly the pathway, give a
       sense of scale, but the way the circles close in on themselves
       towards the centre of the image still keeps everything feeling
       contained. It's an interesting juxtaposition between the
       elements that manages to feel both organic and unnatural,
       blending both ideas together into a compelling whole.
  HTML https://adventuregamers.com//?ACT=49&d=34457&fid=43&f=10.png
       Conversely, when paired with squares, as in this later scene
       from the same game, circles still provide a sense of containment
       and bring focus, but now with a much more rigid, official feel.
       We're still, effectively, looking at tunnels, but here the
       tunnel feels structured and unnatural. Both combinations are
       imposing in their own ways; it's the overall 'mood' underlying
       that feeling that shifts, from oppressively alien to
       oppressively man-made.
  HTML https://adventuregamers.com//?ACT=49&d=34457&fid=43&f=11.png
       Here's yet another circular composition, this time from
       Discworld, in which it is paired with angles to give an
       interesting mix of the two. It still feels manufactured, but in
       a cryptic way. The high angle of view lends a sense of
       instability to the scene, and the different angles of the
       pathways help to throw the balance off too, so we end up with
       something of a compromise – it still looks man-made, but there's
       also something definitely otherworldly about this scene. I like
       to think of these forms as modifiers – depending on the sort of
       shapes we use within one particular composition, we can achieve
       a vast range of moods.
  HTML https://adventuregamers.com//?ACT=49&d=34457&fid=43&f=12.png
       The unsettling nature of angular compositions can be very
       effective. Alone in the Dark lends a greater level of drama and
       tension to this death scene with an angled approach. An
       interesting exercise is to try to envision this same scene, but
       treating the slab upon which the character lies as a perfect
       rectangle with edges parallel to the edges of our screen.
       Suddenly the scene loses some of its impact – the subject matter
       remains the same, but the representation is more sterile and
       clinical.
  HTML https://adventuregamers.com//?ACT=49&d=34457&fid=43&f=13.png
       In this manner, fairly normal subject matter can be given a
       dramatic flavour by being shown at an angle to us. The colours
       and lighting in this shot from Sam & Max Hit the Road are
       certainly a big part of what gives it such an eerie, intriguing
       feel – something we've explored in the past – but so does the
       way that elements such as trees, clouds and the statue sit at
       harsh angles. It’s a placement that, compared to the stability
       of rectangles, feels threatening and abnormal.
  HTML https://adventuregamers.com//?ACT=49&d=34457&fid=43&f=14.png
       Angles are also useful in that they can combine a threatening,
       alien impression with rigid straight lines of solid, man-made
       aspects of a square composition, making it feel more actively
       menacing. The angular racks of guns in this armoury from Dune
       could have been shown as squares, but the spiky angles they're
       given here add to the sense of danger, helping the scene feel
       more dramatic – a perfect composition for a room full of weapons
       on an alien planet. This gives us the authoritative sense we
       might expect from a square composition, but without so much of
       the stability.
  HTML https://adventuregamers.com//?ACT=49&d=34457&fid=43&f=15.png
       Another example of solid, square lines being used in an angular
       fashion can be seen here in The Dig, with facets that feel
       alien, dangerous and dramatic, and in structures that feel
       manufactured, but not in a human way. This scene is interesting
       in that the angles seem to get sharper and more prominent as the
       view pans down, effectively increasing the sense of tension as
       we perceive the full depth of the space beneath where we can
       stand. Once more the lighting and colour play a very big role in
       the mood that's created here, and paired with the forms that
       make up the scene's basic shapes and structure, this leads to a
       very powerful overall effect.
  HTML https://adventuregamers.com//?ACT=49&d=34457&fid=43&f=16.png
       Angled shapes can also be combined with curves and circles in
       our compositions in wonderful ways. Here we see a curving path
       leading up to a throne in King's Quest V, but it curves in a
       harsh, angular way, combining the sense of distance that a curve
       brings with the danger and drama of angles. We also see a circle
       of harshly angled spikes behind the throne, presented in a way
       that draws our attention in towards a specific point and
       contains the scene. Much like the alien construction of the
       previous scenes, the setting and materials here are perfect for
       the composition, with the angular throne matching the idea of
       shards of ice very well.
  HTML https://adventuregamers.com//?ACT=49&d=34457&fid=43&f=17.png
       Shapes, then, are about more than just the furniture with which
       we dress our scenery and the patterns we paper its walls with.
       They are the building blocks of the underlying structure of our
       scenes, the very foundations upon which our sets are arranged
       and designed. I've tried to outline fairly easy-to-follow
       examples here, but often the shapes of a composition will be
       much more subtle and harder to spot. Depending on how you look
       at it, for example, the road from Full Throttle here could be
       called angular or curved, but mostly, as with many elements in
       compositions, it's some combination of both without being easily
       defined. That being said, it's extremely common to use bold,
       solid compositions that follow these examples, and the more you
       look for them, the more you'll see how your favourite background
       artists employ these forms to communicate their ideas back to
       you.
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