DIR Return Create A Forum - Home
---------------------------------------------------------
Wonky College
HTML https://adventuregames.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: Art Theory
*****************************************************
#Post#: 9--------------------------------------------------
Windows as a visual tool
DIR By: Pam
Date: May 20, 2021, 5:52 am
---------------------------------------------------------
HTML https://3.bp.blogspot.com/-41MJ9mVs8g8/WMPUX4PbIII/AAAAAAAAA4I/aqLacW3X8EIP0zouY4UJN3N0ALS1rjS6wCLcB/s400/lezV5BZ.png
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.
HTML https://4.bp.blogspot.com/-G-BFtiFnrbY/WMPUUvjCULI/AAAAAAAAA4g/bYHydxQisUM4B2mavgQ4YsvJsg1a7KzPQCEw/s400/BeUuFU5.png
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.
HTML https://1.bp.blogspot.com/-FS9nzcpk4W8/WMPUZJ5zasI/AAAAAAAAA4o/aalidlen2fQTDfznH2t1_8Jj2dML7HevACEw/s400/sq5_162-640x400.png
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.
HTML https://1.bp.blogspot.com/-X05ATCOLCSA/WMPUY4N2oxI/AAAAAAAAA4o/iWbZxyCB8QYElYgweARnj4eqBaIAzbl_QCEw/s400/sq5_033-640x400.png
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.
HTML https://3.bp.blogspot.com/-3JC-SHrFxM8/WMPUUuHbXVI/AAAAAAAAA4g/QXidTftJRcwyoyWChICJ6DMF5vZ3bocBwCEw/s400/NwEaB.png
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.
HTML https://4.bp.blogspot.com/-xaULxUvOLU0/WMPmGhD9XsI/AAAAAAAAA4w/cwvJAf7ngVQjxlV747PLPWX_1sBx5CMMgCLcB/s400/asdasdag.png
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.
HTML https://2.bp.blogspot.com/-ekpZCS3HzCE/WMPUX4x3BvI/AAAAAAAAA4o/NYJ1CON2a9UHUjHZHxIhCEO5Dqz2HwrDgCEw/s400/loom_110.png
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.
HTML https://3.bp.blogspot.com/-zv6tTv9LxRc/WMPUW_aWbiI/AAAAAAAAA4o/AouDmOS3d9oGM_mS6yawEf2sv207KymYQCEw/s400/cotl_096-640x400.png
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.
HTML https://1.bp.blogspot.com/-hQOrqSRZFJA/WMPUYtDvzOI/AAAAAAAAA4o/gn6OP5ft3BM3Cbkzt6kgl9lHIOqVIZHGgCEw/s400/qfg1vga_019-640x400.png
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.
HTML https://4.bp.blogspot.com/-7Z4thGZboRo/WMPUWleJ4UI/AAAAAAAAA4o/hyYka9Hos9YFK3vhZ1MDXaj2PCx3-x8TACEw/s400/Untitled-1.png
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.
HTML https://1.bp.blogspot.com/-ZVoBShnok6M/WMPUXDBwJCI/AAAAAAAAA4o/prVOAWWeN6AhDal3PrkFP17K7QK5-Z2SACEw/s1600/gk1_141-640x480.png
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.
HTML https://1.bp.blogspot.com/-Hp5Dcl4vyOo/WMPUW4RWw7I/AAAAAAAAA4o/hUW2V6gerDAwOeyhrnbHQMF6BNj51GoVACEw/s400/e2yg3.png
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.
HTML https://1.bp.blogspot.com/-c3zJzS1qyck/WMPUYP-pj4I/AAAAAAAAA4o/QehyUroS6zQX6T6MDTpm3N7koyzk03O9wCEw/s400/lsl1vga_020-640x400.png
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.
HTML https://3.bp.blogspot.com/-zkLdVnhLEM4/WMPUVa9bKJI/AAAAAAAAA4g/yJgyKsO81O0ZJrWmT4RfJi6fpd4aYT-XgCEw/s400/Zsd7cch.png
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.
HTML https://2.bp.blogspot.com/-Xeir0WCaM8M/WMPUVvTJHLI/AAAAAAAAA4g/UiPtBeMjwvkcQ4s9b454NFR9MaXYVD_3QCEw/s400/cklUd.png
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.
*****************************************************
Page 1 of 1