Friday 15 November 2013

GDP2 - Knowledge Keeper #4: Visual Game Experience

Throughout the game, players can see many things through the camera. What they see would have an significant impact on their overall game experience. So one day in class we talked about the visual experience one can have from the game, and some guideline that we could follow when designing our own game or level in the visual aspect. As a student with a strong background of art, I am really excited to present and explain the things I have learned from this lecture.


Optical Impression
The first slides introduce the concept of optical impression where human's eyes perceive images and transform it into electric signals to brain. This includes pattern recognition and motion tracking. However, sometimes what our eyes see might be not what the actual object is, and it is always good to consider this when designing the game.

An image.

The above image is an example of making use of the optical illusion. The squares are lined up in a snake form, which make the grey lines seem titled, but they are actually all line up horizontally and parallel to each other. This particular type of artwork is also called op art.


Visceral Reaction
Visceral reaction is the intuitive feeling under a circumstances; it does not occur from conscious thoughts. Players would have this symptom from the the aesthetic in the game, aka aesthetic sensibility. Primal reaction is the initial reaction players feel when they encounter a situation. For example, a mutated human runs out of a dark room towards players, they might feel scared or fear right away as it could be a threat to them and the reason/cause is unknown. This situation would eventually generate taught reactions, where players learn from the previous experience thus become cautious every time they see a dark room. With the help of these concepts, one can design levels that can influence players' emotion and educate them through the use of graphics.

Alexander's Guidelines
Alexander's guidelines feature 15 properties that give a lively feeling to the structures or objectives in the environment, to make them more interesting to look at.

1). Level of Scale
The differences in size that help players to understand the scale of the environment and the relationship between the objects.

Example:
The levels of scale in the image can help to tell many things such as, how far are the buildings apart from each other, the location of the viewer, etc.


2). Strong Centers
Strong centers help to draw focus from their surrounding so things do not seem floating around in no order in the viewers' eyes.

Example:
The use of strong center helps to enhance the interior design to make things seems more clean, neat, or organized.


3). Boundaries
An environment must have boundaries to indicate all the accessible area and limit viewer's action.

Example:
In Pokemon, it sets boundaries to tell where players can go and hints what can they do to extend their boundaries(eg: obtain surfing TM to surf on water area).


4). Alternating repetition
An object that is repeatedly used alternatively in the environment to give a sense of order and harmony. When it applies to game design, it can be tense/release/tense/release from the cycle of level/boss/level/boss according to the slide.

Example:
It is commonly used in tile on the ground.


5). Positive space
Positive space is used to bring focus away from negative space and vice versa to reinforce viewer's eyes onto what the designer is desired. Generally, positive space is the space that is or seems closer to the viewer.

Example:
Positive space is used on the left hand side, which draws attention onto the cup and its detail.


6). Good shape
Good shape is very self-explanatory; things that have interesting appearance or design for viewers to look at.

Example:
Things that look interesting help to draw attention and set vocal points in the environment.


7). Local symmetries
It is basically the symmetrical object in an asymmetrical environment. In the realm of graphic design, overall symmetries is classified as boring design, however, local symmetries can help to keep things look organized.

Example: 
Although the room is not designed symmetrically, most the objects are local symmetrical, which make it looks neat and organized.


8). Deep interlock and ambiguity
A design based on the combination of two different shapes or form of objects. It strengthens the focus on neither shapes/objects but the area between them.

Example:
The deep interlock and ambiguity of the tiles create a new interesting look and the its pattern helps to guide viewer's eyes movement towards the center.


9). Contrast
Contrast is the change or differences of the objects/structures in the environment to propose the change in atmosphere or attribute.

Example:
Contrast is shown in the above image to emphasis the differences between the paths.


10). Gradients
Gradients is the smooth transition from one thing to another. In game design, it represents the increment of challenge and difficulty as the game progresses.

Example:
The only light source in the scene creates the gradient from brightness to darkness to bring all the clustered things together in harmony.


11). Roughness
The texture of the objects convey a certain feelings to the viewers. In game design, it helps to tell the story behind the object or structure.

Example:
The roughness of the ground can convey an uncomfortable feeling and the roughness of the building can convey a message that something horrible happened to it.


12). Echoes
A designed or similar pattern that puts together in an environment to form a cohesive unity feel. In game design, it can be used in challenges such as, to kill a monster, later on, to kill 2 monsters, then, to kill a group of monster, finally, to kill an army of monster.

Example: 
The design of the balcony and windows echo between each others on the apartment to bring interesting look to the viewers.


13). The void
The empty spaces that creates clam and contrast; it is similar to negative space.

Example:
The void of space sets a mood for the viewers and make other things stand out more.


14). Simplicity and inner clam
Simplicity and inner clam tends to cut off the unnecessary things in the scene to reveal the true nature of the environment.

Example:
An abandoned church creates a calm mood for the viewers.


15. Not-separateness
Objects or structures that have strong centers connects to each other so deep that they become inseparable. In game design, all the elements are connected to each other to generate great gameplay or story.

Example:
The not-separateness that forms between each stones is so strong that people would naturally associate them as a whole, aka Stonehedge.





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