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       #Post#: 23--------------------------------------------------
       Shaping Perceptions
   DIR By: Pam
       Date: May 21, 2021, 5:50 am
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       I've written at some length about the way artists can use light
       and colour to tell their stories, and to construct a sense of
       atmosphere and a particular mood, whether from a particular
       object or from an entire scene. It's one of the most effective
       visual elements to keep in mind when designing scenery but it's
       not the only way to create mood, or to be suggestive of ideas.
       In fact, artists have a range of tools available to work with.
       The “form” – or shape – of an image can be powerful, memorable
       and evocative, as we looked at earlier when examining character
       designs in silhouette. In scenery it's also powerful, beyond
       merely being descriptive of the objects represented. Though it's
       easy to think of the shape of something as a noun (as in “this
       is a couch”), the artist's approach to creating that form can
       also make it an adjective (as in “this is an expensive couch”).
  HTML https://adventuregamers.com//?ACT=49&d=34202&fid=43&f=1.png
       Something as simple as a door, for example, can convey
       information to the player. The door here, from The Blackwell
       Epiphany, is quite obviously a church door. The shape, coupled
       with the architecture that frames it, is of a type that's
       familiar enough to give a clear sense of where this door will
       lead. It wasn't feasible for us to show the whole church in this
       scene, but because this form is so recognisable, a doorway
       sufficed.
  HTML https://adventuregamers.com//?ACT=49&d=34202&fid=43&f=2.png
       Coming back, yet again, to this opening shot from Technobabylon,
       we see very simple forms. The circles surrounding the character
       suggest an artificial 'perfection' one doesn't commonly find in
       organic forms, with noticeably squarish chunks taken out,
       reminiscent of pixels and disk sectors. The shape the character
       cuts in the middle was based loosely on the famous 'Vitruvian
       Man' image that describes ideal proportions of a human figure –
       a perfect visual counterpoint to narration that describes the
       perfection of self one can achieve when assuming a digital
       identity.
  HTML https://adventuregamers.com//?ACT=49&d=34202&fid=43&f=3.png
       On the other hand, this scene from Unavowed is host to a quirky,
       creative character with a flair for the unusual. I tried to make
       the architecture here suggestive of this – irregular patterns,
       over-embellishment and a general looseness of shape design in
       the scene were ways for me to try to complement the subject
       matter of this location.
  HTML https://adventuregamers.com//?ACT=49&d=34202&fid=43&f=4.png
       One of my favourite early examples of an artist using the shape
       of things in a scene to reinforce the mood is this cave from
       King's Quest IV, which has clearly been designed in the shape of
       a skull, complete with alcoves for the eye sockets. It's a
       dangerous, spooky moment in the game, with intense gameplay, and
       having the scene constructed from an iconic form like this is a
       great way to embellish that, even with the limited technology
       Sierra was using at the time.
  HTML https://adventuregamers.com//?ACT=49&d=34202&fid=43&f=5.png
       Another great example is this shot from Loom, a scene I come
       back to again and again. 'Never would have guessed' replies
       Bobbin to Rusty's comment about the nature of their guild, a nod
       to the bold anvil shaped structure that serves as their
       headquarters. Not only is this informative, it's also memorable
       and iconic; a massive building that takes the shape of an anvil
       isn't something easily forgotten. Much like with the character
       designs in silhouettes, this is a building I'd recognize from
       its outline alone.
  HTML https://adventuregamers.com//?ACT=49&d=34202&fid=43&f=6.jpg
       Having such a bold shape that stands out in the distance is very
       powerful – notice here how obvious this building from Dreamfall
       seems, both from its colour and its uneven, wonky shape among
       the straight, clean ice crystal around it. Such a shape tells
       us, even from so far away, that something is wrong here, that
       things aren't as they should be. It's a testament to the power
       of carefully designed structures that we can 'read' a building
       from these kinds of distances, and it's not inaccurate to say
       that they have character and a feeling about them. In this way,
       an artist can tell us a wealth of information about a building
       before we ever set foot inside.
  HTML https://adventuregamers.com//?ACT=49&d=34202&fid=43&f=7.png
       Whereas the last scene contrasts the main structure with the
       rest of the surroundings to make its form more powerful, this
       scene from Duke Grabowski uses the surroundings to reinforce the
       idea, and we see a great use of repetition of an idea. The
       assorted massive skeletons, replete with fangs, horns and
       talons, are a clear hint: this is not a safe place. Without
       knowing any story, without hearing the ominous music, or being
       warned away from this place by a character in the game, one look
       and the figures here tell us what this scene is about, and how
       we should feel as a result.
  HTML https://adventuregamers.com//?ACT=49&d=34202&fid=43&f=8.jpg
       Another great use of repetition is evident here in this shot
       from The Inner World: The Last Wind Monk. Littered about the
       backdrop are the repeated symbols of the 'Conroyalists', an
       unfriendly group that has us on the run, and having their logo
       repeated so often helps to reinforce the danger we're in.
       Symbols and logos are great because they allow decorating
       anything with a shape whose meaning is instantly apparent if we
       know the context. In this way, the shape seen so many times
       throughout this image is not as instantly evocative as some of
       the others, but it's still a clear example of the power of a
       specific design in art.
  HTML https://adventuregamers.com//?ACT=49&d=34202&fid=43&f=9.jpg
       Another fun example of a repeating form is visible in this scene
       from Broken Age, where the walls and floors of the spaceship are
       decorated in hexagons. These are a fun shape – they suggest
       technology, a love of geometry, and even the confining walls of
       a beehive. Done in pastel colours, and complemented with the
       bright, geometric kitchen decor that is redolent of children's
       building blocks, the designs here take the various aspects of
       the setting and combine them in a lovely way.
  HTML https://adventuregamers.com//?ACT=49&d=34202&fid=43&f=10.jpg
       Hexagons are also used in The Witness, a game with a bountiful
       supply of symbolic shapes. Beyond the many fun examples one can
       find in the environmental decorations, the very stones of this
       world are often presented in geometric shapes most likely
       inspired by the famous Giant's Causeway of Ireland. Here,
       though, they suggest the hand of a designer, a sense of patterns
       in nature, and the pervasion of geometry, all very appropriate
       in this game.
       The appreciation of the power of shape and design like this is
       very empowering. Too often one's first sketch of a chair will be
       just a chair, a door just a door. By employing design skills, by
       knowing the context of the scene being drawn, and by observing
       the relevance and significance of particular shapes throughout
       popular culture and history, an artist can elevate the impact of
       their work, and therein further engage their audience. Visual
       language is, like all languages, a means of communicating ideas,
       and as the elegant cursive or furious scrawl of a note can
       convey the mood of the writer, the very shape(s) of our world
       can tell our players volumes.
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