top of page

19. Art Direction

  • 執筆者の写真: Wu Guanyu
    Wu Guanyu
  • 2022年8月22日
  • 読了時間: 5分

This is the summary of Emilio Padulo's Level Design Master Class.


· The Style

· Creating your own style

· Lighting

· Colors

· Color Palettes

· Color Schemes

· Deciding on a Color


1. The Style

· When we talke about style, this is the unique appearance of the level / environment.

· This can be a number of things that make it unique:

· The choice of arcgutecture

· Textures

· Lighting

· Color Palette

· When there is no clear art direction set in stone, this makes our level feel bland and not original.

· In order to stick out and creat your own identity among multiple other designers, your style has to be uinque.

· Some things to keep note when deciding what your art style will be.

· Is it realistic?

· Is it cartoonish (what era)?

· Abstract?

· What color palette am I using?


2. Creating your own art style

· If there is no concept artist and your not comfortable creating your own concept art, then its time to tit the internet again!

· Collecting reference images to help define the exact art direction you want to go in is crucial when it comes time to recreate it in game.

· You should now be looking at:

· Video game images

· Other concept art

· Paintings

· Film

· This will help you identify what your core style will be.

· But not only that, you must also look similar style as well such as:

· Colors

· Lighting

· Architecture

· Tone / Feel


3. Lighting

· Lighting along with color are the pillars that drive the art direction of you level / environment.

· Lighting is not only used as a toolkit to guide the player but also creates the mood and atmosphere of a level as well.

· Defining the opacity or the darkness vs brightness of a level will change how the player will react to it.

· When deciding how Dark or Light a level wiil be, keep in mind a few key things.

· It is not necessary to always have large contrasts of dark and light areas in a level.

· Light must set the atmosphere as we said but also give the player a clear indication of what the theme is for your level.

· There are 2 lighting contrast that preform very specific roles when used.

· High-Key Lighting: this is when we reduce lighting ratio in a level to give off a more uplifting and higher tempo mood.

· Low-Key Lighting: here we have an increased contrast to lighting which plays off as being more dramatic and intense mood.


4. Colors

· When we look at colors, we talk about an infinite amout of possibilities.

· Color really bring on the emotional and psychological aspect to a game.

· When a player interacts with any scene color are the first thing they see.

· Color psychology and theory is a very interesting tihing to both understand and apply in your level / environment.

· When we loot at colors, they invoke certain emotions.

· Lets take a look at some to get a better understanding of it.



Red

Positive: Negative:

· Love · Anger

· Energy · Defiance

· Strength · Aggression

· Physical Courage · Danger

· Excitement


Blue

Positive: Negative:

· Intelligence · Coldness

· Communication · Aloofness

· Trust · Emotionless

· Serenity · Unfriendliness

· Coolness


Green

Positive: Negative:

· Harmony · Boredom

· Restoration · Stagnation

· Growth · Toxicity

· Nature · Decay


Yellow

Positive: Negative:

· Optimistic · Impulsive

· Cheerfulness · Fearful

· Enthusiasm · Empathetic

· Fun · Cowardice

· Wisdom · Impatient

· Analytical

· Creative


Purple

Positive: Negative:

· Psychic · Corrupt

· Magical · Immaturity

· Mystery · Impractical

· Fantasy · Pompous

· Futuristic · Social Climber


Orange

Positive: Negative:

· Extroverted · Superficial

· Adventurous · Over-bearing

· Risk-taker · Pessimistic

· Informal · Overly proud

· Agreeable

5. Color Palettes

Warm Colors

· This would be exclusively Red, Yellow, and Orange.

· They encompass warmth when they are mixed.

· They remind us of fall or even a sunset.

· When using warm colors in video games, they can signal a few things to the player.

· Warm palettes can evoke a warm and comfprting area.

· They can also inspire aggression and intense situations.


Cool Colors

· These colors would be Blue, Green and Purple.

· When mixing this palette together, it brings a more cool and relaxing feeling.

· They remind us of water, grass, or nature in general.

· Cool colors are often used to signify technology such as holograms.

· In video games, this isn’t any different. Most sci-fi games use cool color palettes.

· This is used to represent a healthier purified society.

· When mixing few tones of warm colors, it can set the tone.


6.Color Schemes

Dystopian

· Generally, the use of Brown, Gray, and Black represents a more “Empty” palette.

· This reminds of a ghost town often depicted in the film.

· This Dark hue color palette creates an opportunity for the use of brighter colors.

· When deciding what colors you wish to use as key highlight markers, keep in mind the psychology of color.

· When any color is used in this dark palette, it stand out right away and induces the emotion attached to it.


Cyberpunk

· This color palette is a mix of neon Purple, Pink, Teal, Blue and Dark Blue.

· The use of these colors creates a dark world full of excitement around every corner.

· It’s all about the use of high contrast in deep shadows, and creating bright highlights.

· This color palette relies on applying the right texture and color of light.

· This allows the designer to highlight key identifiers for the player.


Acrhomatic

· Any color that any chromatic content would be considered achromatic.

· Near neutrals are any hue or lightness of:

· Brown

· Tan

· Pastel

· Dark colors

· Pure achromatic colors are:

· Black

· White

· All Grays


Monochromatic

· Monochromatic is (shade, tone, tint) of a single hue of a color.

· To attain a tint, add white to the hue of a color.

· To attain a shade or a tone, adding black, grey or darker colors.


Analogous

· Groups of 3 colors that are next to each other on the color wheel.

· One color being the dominant (Primary / Secondary) and the other 2 on each side complimenting it.

· This type of scheme creates a rich, monochromatic look.


Complementary

· A pair of colors that are opposite to each other on the color wheel.

· They also cancel each other’s hue by creating a (white, black, or gray) mixture.

· When they are paired together, they create a sharp contrast and stick out.


Triadic

· The use of 3 colors equally spaced out on the color wheel.

· They form a perfect triangle between each color.


Polychromatic

· It refers to a scheme that has several colors in it.

· The term often refers to the styles of architecture, pottery or sculptures.


7. Deciding on Color

· The main thing to remember is that when using colors, you must always keep a balance.

· There must always be 1 color that dominants the scene and others help to compliment it.

· The dominant color is more often a Primary Color and Secondary colors helping support it.

· Never share a scene with colors equally!

· Colors and Lighing work in tandom.

· Use darkness and light to highlight an area you want to player to see.

· Players tend to go towards areas that are brighter for obvious reasons, so don’t add OCRs in dark spots that the player willnever find.

最新記事

すべて表示
35. Composition Angle

This is the summary of Emilio Padulo's Level Design Master Class. · Theory · Theory 1. These are the angles that the player will be...

 
 
 
34. Sight Angle

This is the summary of Emilio Padulo's Level Design Master Class. · Theory · Theory 1. When looking at how we want to set up our sight...

 
 
 
33. Observation Parameters

This is the summary of Emilio Padulo's Level Design Master Class. · Theory · Theory 1. Now that we have an understanding of Composition....

 
 
 

Comments


bottom of page