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       #Post#: 28--------------------------------------------------
       Framing an Interactive Painting
   DIR By: Pam
       Date: May 21, 2021, 7:06 am
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       Creating adventure game scenery isn't just about drawing what we
       can interact with. True, this is the primary reason for it, to
       give us something to play with, but it's also important that we
       expand beyond this and add details and scenery that don't need
       to be clicked on, but that do fill up the rest of the space
       without overwhelming the interactive elements. In many
       compositions this means putting playable objects towards the
       middle of the scene, and putting the non-playable details around
       the outside, where the player is less likely to look. We are, in
       essence, painting our own picture frames for each scene.
  HTML https://adventuregamers.com/?ACT=49&d=32762&fid=43&f=framing1.png
       This is something I had to think about particularly carefully
       when converting this scene from James Dearden's first version of
       Technobabylon. The original scene was surrounded by a plain
       black frame – suitable for cutting the room down to size, but it
       didn't really represent the way I like to paint scenery. My
       preference is to fill the entire screen up, wherever possible,
       and so in reworking the scene I used foreground details to fill
       this space. I made sure not to use anything that looks important
       or distracting, instead relying on “greebling” – the old term
       for adding random bits of models to spaceship miniatures made
       for film special effects to make them feel more detailed.
       The result is a kind of picture frame, literally, that fills up
       this void, without the scene feeling like it's been cut out. To
       me, the ability to fill up the entire frame is something to aim
       for, something that creates a more immersive, captivating scene,
       and utilizes all of the space, and still uses the “black border”
       idea – just in a more interesting way.
  HTML https://adventuregamers.com/?ACT=49&d=32762&fid=43&f=framing2.png
       This particular scene from Technobabylon was an interesting
       challenge, because the design brief was fairly specific and
       interesting: I was asked to show a large amount of
       non-interactive space that was also quite detailed. In order to
       frame the interactive space properly, I made sure that the
       oranges of the framing details are mostly limited to the
       non-playable area, with the greys, blues and greens limited to
       the walkable areas, to set these two apart. To see how reliant
       the scene is on the differences in hue, compare the original to
       the black and white version on the right – suddenly the scene is
       more cluttered, more difficult to read, and it's much harder to
       determine, at a glance, where the player needs to focus. By
       framing the main area with details of a different hue, we can
       use as much colour and texture as we want without it ruining the
       feature's ability to frame the more important elements.
  HTML https://adventuregamers.com/?ACT=49&d=32762&fid=43&f=framing3.png
       It's also useful to remember that sometimes framing can be more
       subtle. This filthy bathroom from Unavowed was a scene that I
       wanted to focus the player's attentions right on the middle,
       because there's a very important moment that begins as soon as
       we enter. The architecture here doesn't really support using
       foreground objects, so instead I added a secondary layer of
       walls closer to the camera, allowing me to darken the outsides
       of the scene dramatically. Compared to the room that leads into
       this one, which I framed with a darkish gradient on the walls
       like a vignette photograph, you can see how much darker and
       bolder this approach allowed me to go, really pulling the focus
       in closer to the centre.
  HTML https://adventuregamers.com/?ACT=49&d=32762&fid=43&f=framing4.png
       An interesting thing about these two Broken Sword: The Shadow of
       the Templars scenes is how the framing elements are rounded,
       despite the man-made nature of the locations. The exaggerated
       curved booth of the cafe, matched with the ornate decorations
       that surround it, effectively seals the scene off, with the
       waitress's position just in shot, sneaking in past an
       indentation in the ironwork. The second scene, with its curling
       tree roots closing off one corner, also makes use of a fallen
       slab in the bottom left corner, softening the transition to a
       straight wall with this angle. Both scenes show great examples
       of expanding a relatively small play area to fill the entire
       screen with detail wonderfully.
  HTML https://adventuregamers.com/?ACT=49&d=32762&fid=43&f=framing5.png
       These examples from The Dark Eye: Chains of Satinav are
       interesting, in that they show two different approaches for
       fairly similar shapes and sized areas of focus. The left
       screenshot shows the artist directly painting a circle of black
       around the scene, which creates a very closed-in environment,
       whereas the right scene shows them expanding the scene to fill
       all the corners. This creates two very different effects,
       despite the similarity in the practical sizes of the scenes –
       the left one feels very confined, and while they could've easily
       added more to fill the screen, the black oval feels like it was
       a conscious choice, in order to make the scene feel more
       contained. The right scene's comparative openness is a result of
       the sky being shown in the top left, and by the fact that the
       framing elements in the bottom right corner mostly exist below
       the camera, not obscuring much of the scene, rather than in
       front of it.
  HTML https://adventuregamers.com/?ACT=49&d=32762&fid=43&f=framing6.png
       Here we see two examples of framing elements placed in front of
       the camera, and the effect is a much less open feeling. The
       King's Quest 6 screenshot on the left blocks off a large section
       of the floor, and even a significant portion of the door, with a
       bookcase, making for a cramped and crowded scene. The scene from
       The Dig on the right fills a similar region using alien
       landscape, with some vague details suggesting form and
       structure. The main thing, in both scenes, is that the details
       in these framing elements aren't really noteworthy – they're
       fairly generic and simple, a powerful element when designing
       framework. They're not the black silhouettes of, say, Day of the
       Tentacle, but the additional detail in these doesn't distract
       much from the centre of attention, because it's not very
       eye-catching.
  HTML https://adventuregamers.com/?ACT=49&d=32762&fid=43&f=framing7.png
       This is what makes a framing device effective: a contrast with
       the area of focus, whether of details, darkness, colour, or
       anything else. It's easy to get caught thinking framing elements
       need to be dark foreground elements, but the options are
       extensive. In the Dream Machine screenshot here, we see the
       opposite approach – a dark, detailed area of focus, surrounded
       by white clouds that draw our attention into the middle. In the
       Broken Age screenshot, our areas of focus are even more
       specific, just two small areas, on the left and right. A lack of
       sharpness makes both of these work – our eye naturally goes to
       the sharper details, meaning the less sharp surrounding elements
       frame them both perfectly.
  HTML https://adventuregamers.com/?ACT=49&d=32762&fid=43&f=framing8.png
       Ultimately, artists are quite free to frame a shot as they
       please. Whether literally blocking the scene's edges with a
       window frame and wall, as in the Leisure Suit Larry screenshot
       here, or simply painting less and less detail and colour towards
       the outside of the scene, as with the Conquests of the Longbow
       scene to its right, what really matters is that the player's
       attention is drawn towards the important parts they need to
       interact with. Everything else is merely decoration; literally,
       a fancy and fitting picture frame with which to decorate our
       games, filling up that empty space, and perhaps having a little
       fun and being a creative while doing so.
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