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       #Post#: 9--------------------------------------------------
       Windows as a visual tool
   DIR By: Pam
       Date: May 20, 2021, 5:52 am
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       Having looked at reflective windows last week, it's a fine time
       to look at windows that let light pass through, too. One of the
       most interesting design tools, windows can provide interesting
       shapes, introduce new colours, act as a source of light, and
       show us the world waiting to be explored, beckoning us to
       adventure and saying 'Where do you want to go today?' As the
       above scene from Beneath a Steel Sky shows, they're a great way
       to add a whole new layer of visual interest to any location, and
       their benefits and uses are many.
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       This scene from The Lost Files of Sherlock Holmes shows a
       similar idea, with the large expanse of windows breaking down
       the barrier between the store's interior and the street outside,
       letting in light and a feeling of life outside. Particularly
       nice is how these windows, unlike the previous ones, affect the
       colour of the world outside, allowing us to see the glass's
       presence, and making a clear divide between the visual layers.
       This also helps us see more clearly where the doorway is, which
       is always an essential consideration.
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       A more extreme version of a similar layout, this example from
       Space Quest 5 shows, once again, walls being replaced with
       windows, showing the outside world wonderfully, and providing
       excellent amounts of light. It makes for a very open, panoramic
       scene, and it's still very easy to distinguish the boundary
       between interior and exterior because of the window frames.
       These are a great way to provide structure and perspective to
       windows.
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       Important, too, to remember that windows aren't necessarily just
       used to show the outside world. Another shot from Space Quest 5
       here, this time with windows acting more as a partition between
       two man made areas. Livening up corridors in this way is a great
       method for adding depth and life to what can be quite dull areas
       in a game, as well as being potential ways to add interesting
       gameplay. What's really nice here is how the shape and framing
       of the window really gives the impression of advanced
       technology, lending itself well to the science fiction nature of
       the game.
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       Taken to an even further extreme, this shot from The Dig shows
       ornate, complex framing that suggests an alien architect very
       well. The delicate structure feels at once organic and also
       designed, like the web of a spider, which gives an interesting
       insight into the mindset of the alien designers. You can also
       see that this window is the only light source for the scene,
       making it feel dark and shadowy, with the window becoming a real
       feature. This is also an interesting shot because the window
       shows an underwater scene, meaning that visibility is much more
       limited, and we mostly appreciate the light and colour rather
       than any specific landmarks.
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       The design of windows is great for suggesting a number of
       specific environments. Church windows, especially the stained
       glass scenes that are so iconic of them, are instantly evocative
       of quiet religious locations. The massive lancet windows in this
       scene from Broken Sword also flood the scene with white light,
       which is evocative of holiness, and even their shape feels
       indicative of a place of worship.
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       A great example of this is Bishop Mandible's cathedral in Loom.
       The rose window here instantly provides an impression of a holy
       place, which is reinforced by the flying buttresses on either
       side. The juxtaposition formed between these and the sinister
       spikes and arcane glow makes this a particularly memorable
       scene, and is a good example of showing how windows aren't
       merely a source of light for daylight coming in, but also can be
       used as a source of light when the lit interior of a building is
       seen from the outside at night.
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       Though many of these church windows are massive, it's the
       design, not the size, that conveys the idea. This small chapel
       from Conquests of the Longbow features much milder, simpler arch
       windows that nevertheless look perfectly at home here. A nice
       touch here is the suggestion of a crucifix within the shape,
       helping to reinforce this idea further.
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       Another great use of shape is this portal from Quest for Glory.
       Though it could be seen to be as much doorway as window, its
       fascinating shape feels emblematic of the arcane, and is
       noticeably different from the rest of the architecture in
       Spielburg, really giving it that otherworldly feeling. This is
       further enhanced by the fact that the simple location looks out
       onto what is, apparently, a cloudy skyscape, as though we're
       looking in on a totally different world. A really nice way to
       elevate a magician's building into something much more
       fantastical.
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       Windows don't need to show us interesting things to be
       worthwhile, either. The windows in this Broken Sword scene are
       little more than a source of light, but in filling this
       function, they also add a great sense of architecture and design
       to the scene. The arches and curves of these windows really
       elevates the location to something dynamic and decorative,
       without the stained glass of a church or any details of the
       outside world.
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       This shot from Gabriel Knight is a great example of windows who
       don't exist to be seen through - instead, here they're merely a
       light source, but one that becomes a real focal element of the
       scene, with the strong light shining through suggesting that
       it's a very strong source of light. Their presence in the scene
       is very strongly felt, despite the actual windows themselves
       being very small.
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       In fact, we don't even need to show the windows in a scene to
       suggest their presence. This location in Day of the Tentacle is
       very clearly lit by a window - we can see the light it casts on
       the floor - and the window's presence is very strongly felt,
       without the need to actually put it in the scene. This is often
       referred to as a "hidden light source" - where we can feel the
       effects of a light source on a scene, and get a decent idea of
       where it's coming from, without actually showing the source of
       light itself.
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       They can also make a great way to frame a scene. This window
       from Leisure Suit Larry isn't the focus of the scene, but a way
       to direct the focus. It makes for a great way to decorate the
       unneeded areas of the area, while also feeling slightly
       voyeuristic. A really creative, believable way to use up the
       empty space on the edges of a shot, and an interesting way of
       putting scenery between the player character and the player,
       without getting in the way of gameplay.
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       This scene in Universe takes the idea to an even greater
       extreme, where we're looking through windows at a scene, despite
       being pulled back from it. This is one of the beauties of
       windows - even when they're forming a barrier between the
       characters and us, they still let us interact with the game, and
       so can be a very useful consideration when trying to add layers
       of depth to an otherwise very flat scene like this. Once again,
       the interesting shapes here really gives the impression of a
       futuristic setting very well.
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       Finally, even when the presence of windows wouldn't make sense,
       an artist can break holes in walls and ceilings for their own
       benefit. This decommissioned ship from Monkey Island 2 is a
       great example of the lack of windows being worked around by
       simply adding huge, gaping holes in the ceiling, serving the
       exact same purpose that a window would, without the need to
       justify someone installing a window in such an unusual location.
       Notice how the beams catch light from both the interior and
       exterior here, a wonderful use of light sources both outside and
       inside to create a very evocative piece of scenery.
       Windows are a fantastic way of playing with a scene - whether
       it's adding depth, adding light, bringing colour, breaking up a
       dull wall with an interesting shape, or as interesting framing
       for players to view the world through. Their uses are incredibly
       versatile and varied, and well worth exploring in greater detail
       for anybody interested in adding another layer of beauty to
       their locations.
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