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       #Post#: 6--------------------------------------------------
       Interesting ways to frame scenery
   DIR By: Pam
       Date: May 20, 2021, 4:15 am
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       Framing interests me in adventure game art, especially when
       outside the actual piece of art itself, and separate elements
       treated as a frame, as it's not something I've done a lot of.
       It's fascinating to see what other artists have experimented
       with. Some games frame their scenery with large interfaces, such
       as Waxworks, shown above. Here we can see a large amount of
       interface that naturally frames the shot - with elements like
       the inventory down the bottom, various options to the right, and
       movement controls to the left. One particular detail I like is
       the character shown in the top left corner, showing the person
       whose story we're experiencing at this point in the game.
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       This character graphic changes depending on which story we're
       experiencing, as can be seen here, and helps insert some of the
       character into an otherwise fairly generic interface. It was
       common to show a static icon or portrait of your character in
       games where the view is a long way away, or when we see from
       their eyes. Along with the decorations, such as the columns and
       stone relief details, they help to give the interface a nice
       feeling of style.
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       Dreamweb has the character portrait even bigger - our
       protagonist's constant presence takes up a pretty large section
       of the screen, and it juts out in an unusual silhouette. The
       actual framing of the scene, however, is mostly done by having
       the actual walls visible, and surrounding the rest with a
       vaguely metallic patterned texture. This acts as multiple levels
       of framing - the walls of the scene, then the backdrop of the
       texture surrounding, which is then framed by the GUI and
       portrait. This mostly works because of the very zoomed out view,
       and would probably be less useful for a more traditional sort of
       view.
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       Even the simplest of elements can help an interface that's
       framing a shot to feel more dynamic. The Dune GUI, shown here,
       breaks the otherwise straight frame with a sculpted figure whose
       silhouette breaks out of the frame and into the scene, an
       interesting and artistic alternative to the very common
       rectangular GUIs we're used to seeing. The fact that the
       figure's head looks up and down depending on our action helps
       this to feel more dynamic still, and helps the GUI and game from
       feeling so separate from each other. It might be a small
       connection, a minor intrusion beyond the boundary of the scene,
       but sometimes it's the little touches that count.
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       Loom, however, does the opposite. Here we can see the tip of
       Bishop Mandible's dark cathedral jutting out past the point
       where the letterbox frame - a very common way to frame an image
       - has its boundary. It's the smallest of touches, repeated often
       in the game, but it feels like a nice subversion of the image's
       frame - allowing this one particular element to jut out past the
       border of the scene feels like it's adding depth and interest to
       the scene.
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       Sometimes this can be taken to the extreme - as shown here in
       Laura Bow 2. Rather than painting the ceiling in, an unimportant
       part of the image, the artists clearly chose to leave it blank,
       making the pterodactyl stand out very clearly. It's an odd way
       to present scenery, and perhaps not the best, but it is
       certainly an interesting approach to adding an artificial
       framing element in, rather than painting something that would be
       unimportant anyway.
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       It feels a little more natural in Codename: ICEMAN, where the
       shape of the submarine we're in frames the shot, as well as some
       foreground elements. Here, rather than showing what's outside
       the scene we're in, they merely suggest the shapes of certain
       things, and deem the rest unimportant to show. This has the
       interesting effect of lending an interesting shape to the scene,
       redolent of submarines, and supports the art more nicely than
       the previous example.
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       This can be taken to an even more interesting, evocative idea -
       such as in this cave in King's Quest 4. The sinister nature of
       the cave is conveyed wonderfully by shaping the black frame of
       it like a skull, well supported by the niches in place of eye
       sockets. I love that the artists decided to make the shape of a
       skull here - it's bold, inventive, and doesn't get in the way of
       actually playing the scene. A great way to have fun with the
       shot and add some creativity.
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       Another option, other than using pure black, is to use a
       difference in saturation to guide our attention. This shot from
       Gold Rush shows the artists greying out the unimportant
       elements, using the coloured areas to guide our attention to
       where we need to look. This is an interesting idea - it means
       that the framing elements get a lot of detail that help show the
       world, without taking away from the important parts we need to
       focus on.
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       This shot from Future Wars shows a variation on this idea - here
       we see a cutaway of one scene, as framed by elements of another
       part of the scene. The small palette of the game makes this
       framing very effective - it's easy to see where one part of the
       scene ends and the other begins - because our framing is still
       being done in pure black. An effective way to outline one part
       of a scene, while keeping it connected to another part of the
       scene.
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       A really fun example of this idea is shown in this scene from
       Goblins Quest 3, where we can see one character looking in on
       another scene, and his presence acting as part of the framing of
       the shot. This is a really fun example - it not only shows two
       things at once, but does so in a fun way. I particularly like
       how the hands break the frame of the crystal ball, which breaks
       the silhouette of his face.
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       One particularly impressive - and bizarre - example is in the
       B.A.T. games, where we see multiple parts of the city at once.
       Within the frame that our mouse is focused on, we can interact
       and pan the scenery, while still being able to see wider shots
       of the city at the same time. This makes overall composition
       very difficult, as our eyes have many elements to be distracted
       by, but it definitely lends a unique feeling to the games, and
       presents us with an interesting alternative. The fact that each
       micro composition within a panel manages to be readable, stylish
       and evocative is very impressive, and really shows the power of
       strong compositions even around the thumbnail level.
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       Perhaps the most bizarre and impractical use of interesting
       framing is in Fascination, where scenery is often shown as
       cutout elements seen in the silhouettes of various things that
       were somehow deemed relevant to the location - the shapes of
       books, cars, even the silhouettes of people, as seen here. This
       is such an odd approach, and rarely practical (would you believe
       that this is an actual playable scene from the game, with actual
       hotspots we have to click on?) but no doubt the artists had fun
       playing around with the idea.
       Framing, then, presents many interesting avenues in which an
       artist can experiment. They're not always practical or useful,
       but for certain moments, or certain projects, framing a scene in
       an interesting way can add a lot to scenery. This is definitely
       outside of my realm of experience as an artist, but very much
       something I've admired and been interested in, and maybe there
       will come a time where I'll find an interesting use for such an
       idea. Until then, I'll simply keep an eye out for examples like
       these, and collecting as many interesting variations on the idea
       as I can.
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