Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
FALL 2009
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CPR: 1800779-‐4007
1
Table
of
content
ABSTRACT………………………………………………………………………………………………………………………….3
INTRODUCTION…………………………………………………………………………………………………………………4
CONCLUSIONS…………………………………………………………………………………………………………………23
REFERENCES……………………………………………………………………………………………………………………24
2
“Art
direction
and
games”
ABSTRACT
This
paper
studies
the
application
of
Art
Direction
in
games
by
analyzing
how
notions
and
principles
of
this
discipline,
known
as
responsible
for
an
optimal
and
sophisticated
operative
level
of
the
visuals
in
traditional
media,
along
with
game
aesthetics
theories
can
be
applied
in
the
aim
of
identifying
the
elements
that
intervene
in
the
optimal
performance
of
the
game
visuals.
It
tries
to
understand
those
elements
of
an
art
directing
activity
that
cooperate
and
complement
with
other
game-‐only
aesthetical
features
as
part
of
the
visual
delivery
process
of
the
games
systems.
This
research
explores
the
“playfield”
in
which
video
games
visually
work
in
the
development
of
specific
atmospheres,
moods
and
impressions,
either
by
solely
depending
on
a
discipline
“inherited”
from
traditional
media
or
by
a
hybrid
that
has
special
considerations
for
game
creation
and
player
experiencing.
Premises
from
game
theory
and
game
design
are
used
as
lenses
for
the
approach
the
research
has.
Models
and
knowledge
borrowed
from
cinema
and
theatre
studies
are
used
too
in
order
to
structure
a
comprehensive
and
pertinent
view
to
games.
Amidst
the
implementation
of
the
aforementioned
tools,
it
is
through
the
comparison
of
two
games
how
this
research
envisions
the
applications
and
contributions
of
art
directing
and
game
aesthetics.
KEYWORDS: art direction in games, game aesthetics, visual delivery, game graphics.
3
INTRODUCTION
The
purpose
of
this
paper
is
to
study
Art
Direction
and
its
application
on
games.
It
envisions
how
this
practice,
considered
crucial
for
the
visual
delivery
of
traditional
media
texts
at
creating
moods
and
atmospheres,
operates
in
games.
It
discusses
how
all
the
elements
of
visual
and
environment
design
operate
as
well
as
tries
to
identify
all
those
elements
that,
due
to
the
particularity
of
the
game
nature,
are
not
commonly
considered
as
part
of
the
discipline
but
still
have
an
influence
on
the
way
that
games
visually
deliver.
The
first
part
of
this
essay
explores
the
situation
of
Art
Direction
and
its
implications
in
game
contexts.
It
deals
with
the
existence
of
art
in
games
and
the
possibility
and
justification
for
an
art
directing
activity
for
game
visuals.
Art
Direction
is
then
defined
as
well
as
its
applications
in
games
and
certain
incompatibilities
when
it
comes
to
creating
moods,
atmospheres,
or
perceptions
for
the
player.
A
second
part
of
this
paper
analyzes
how
games
deliver
visually
based
on
the
two
traditionally
main
fields
of
activity
of
Art
Direction:
the
visual
and
the
environment.
Elements
and
criteria
that
participate
in
the
games’
visual
delivery
are
identified
thoroughly
first
in
the
graphical
and
then
the
environmental
levels.
This
depiction
will
later
cast
light
on
the
degree
Art
Direction
can
participate
in
games
and
how
much
of
games
is
not
so
close
to
the
media
discipline
but
has
the
same
purposes.
The
final
part
of
this
essay
is
the
application
of
the
outcomes
of
approaching
the
games’
visual
delivery
from
an
art
direction
perspective
by
contrasting
two
games
that
feature
highly
accomplished
visuals,
Braid
(Microsoft,
2008)
and
Silent
Hill:
Homecoming
(Konami,
2008).
All
the
terms
from
the
second
part
of
this
paper
identified
and
defined
as
responsible
for
contributing
with
building
atmospheres,
moods
and
a
desired
visual
game
experience,
are
shortly
but
significantly
exemplified,
in
order
to
have
a
practical
view
on
how
these
elements
cooperate,
with
the
purpose
of
envisioning
to
which
extent
there
can
be
a
participation
of
the
Art
Direction
discipline
in
games
and
what
is
also
there
that
can
only
be
considered
“game-‐unique”
but
with
a
similar
visual
intention.
4
ART
DIRECTION
|
GAMES
/
GAMES
|
ART
DIRECTION
Art
direction
is
not
a
popular
term
within
game
studies.
In
fact,
there
is
no
such
a
thing
within
game
studies
since
it
is
more
related
to
the
implementations
made
as
part
of
game
development
processes.
Art
directing
as
a
phenomenon
hasn’t
been
explored.
The
closest
approach
to
this
concept
is
what
comes
from
the
study
of
game
aesthetics,
with
the
contrasting
opinions
on
how
visuals
work
and,
especially,
if
they
are
essential
or
not
for
gameplay.
Even
though
it
is
possible
to
find
postures
stating
that
games
can
be
places
for
art
or
that
can
contain
art
(Kirkpatrick,
2007),
this
is
something
constantly
questioned
and
not
always
identifiable
through
their
visual
design.
However,
the
first
step
towards
finding
artistry
in
the
game
visuals
is
to
recognize
their
aesthetic
functions
(Demirbas,
2008),
their
reasons
for
existing
and
their
contributions.
In
a
basic
level
their
function
is
to
represent
something
visually
in
order
to
facilitate
play.
Game
visuals
also
work
in
a
more
advanced
level,
aiming
at
being
appealing,
meaningful
and
conveying
of
intentions.
They
can
even
be
beautiful
according
to
Huizinga’s
opinion
(Mortensen,
2009),
good
for
the
eye.
And
as
there
is
a
constant
strive
for
perfection
in
most
fields
of
human
interest,
games
are
not
an
exception;
there
is
an
evolvement
for
better
looks,
quality
and
a
more
perfect
embodiment
of
messages.
(Mortensen,
2009).
The
aim
for
an
advanced
level
of
operation
of
the
visuals
does
not
mean
that
they
have
to
compulsorily
be
good
looking,
charming
or
stunning;
they
can
be
totally
the
opposite
and
still
fulfill
a
search
for
a
high
aesthetical
level.
The
importance
lies
in
their
aid
building
a
desired
gaming
experience;
avoiding
a
passive
“dress
up”
of
the
game
levels
that
could
be
seen,
for
instance,
in
the
covering
of
platforms
upon
which
an
avatar
jumps
or
in
adorning
walls.
Why
to
have
game
visuals
that
actively
work
on
an
advanced
level
of
aesthetics?
Why
to
have
game
graphics
developed
with
certain
intentions
and
sophistication?
The
reason
is
the
potential
of
the
visuals
to
support
“interesting
and
meaningful
gameplay”
(Meigs,
2003,
pág.
55).
By
obtaining
the
players’
attentions
they
can
also
grab
their
emotions,
provide
excitement,
a
feeling
of
connection
or
convey
an
atmosphere
(Meigs,
2003).
They
can
clearly
contribute
with
what
is
called
“game
feel”
by
Steve
Swink
(2009),
a
series
of
elements
that
altogether
take
the
player
to
the
level
of
immersion,
of
total
engagement,
of
flow
during
play
(Swink,
2009).
They
propitiate
the
phenomenon
of
creating
a
state
in
which,
if
the
gamer
sees
a
monster,
he
will
experience
a
specific
emotion
that
will
also
5
unchain
the
respective
reaction
(Torben,
2003);
and
the
will
to
continue
in
that
state
cycle.
Moreover,
the
visuals’
participation
goes
also
beyond
engaging
the
player.
From
another
point
of
view,
it
is
also
important
to
consider
that
the
way
games
are
presented
will
affect
the
experiencing
of
gameplay
(Lundgren,
Bergström,
&
Björk,
2009);
different
visual
scenarios
and
visual
styles
will
construct
different
rhetoric,
which
are
associated
to
game
genres
and
subgenres
(King
&
Krzywinska,
2006).
Players
focus
their
likes
according
to
game
looks
and
genres,
as
Mortensen
mentions
when
noticing
the
most
important
elements
for
pleasurable
gaming
experiences
(Mortensen,
2009).
Within
the
bibliography
of
game
design
it
is
possible
to
infer
that
creating
game
aesthetics
with
“game
feel”
purposes
to
host
or
support
meaningful
gameplay
is
the
activity
of
art
directing,
what
is
referred
by
Meigs
(2003)
as
an
advanced
level
work
that
has
to
live
up
to
a
high
level
of
expectations
(Meigs,
2003).
Whether
the
visuals
are
presumable
artistic
or
not,
it
is
good
to
consider
the
process
as
a
complex
activity;
it
requires
flair
and
knowledge
for
the
aesthetic,
for
composition,
and
designing
skills,
which
are
always
compulsory
(Kater,
2005).
Besides,
some
art
directing
solutions
in
games
stand
out
by
their
greatness,
sometimes
they
are
very
impressing,
what
makes
room
to
discuss
if
what
displays
visually
in
some
games
is
truly
artistic
(Mortensen,
2009).
But
what
is
art
direction
and
how
does
it
apply
in
games?
The
term
itself
comes
from
the
film
industry
and
theater;
and
as
a
discipline
its
bibliography
does
not
stand
out
as
vast.
As
theorists
in
Art
Direction
it
is
possible
to
mention
the
Affrons
(1995),
whose
approach
is
based
on
cinema
but
definitely
casts
light
on
similarities
applicable
to
games.
They
envision
art
directing
as
an
activity
within
the
film
industry
with
fundamental
functions
and
taxonomies
that
propitiate
different
set
design
classifications
(Affron
&
Affron,
1995).
Even
though
there
is
not
such
a
thing
as
a
formal
definition,
the
Affrons
offer
an
explanation
of
what
art
direction
is:
creating
miraculous
images
for
the
big
screen,
doing
the
general
design
of
a
film
together
with
other
art
responsible
people
(Affron
&
Affron,
1995);
and
more
scholarly
said,
“a
study
that
tries
or
attends
to
build
or
construct
decor"
(Affron
&
Affron,
1995,
p.
2).
For
decor
they
refer
to
the
group
of
scenic
elements
that
create
“illusionary
representations”
(Affron
&
Affron,
1995,
p.
2),
it
includes
set
design
in
conjunction
with
many
other
subsystems
that
contribute
with
a
visual
narrative
(Affron
&
Affron,
1995).
For
the
Affrons
there
is
a
narrative
layer
in
art
directing
by
conveying
it
originates
and
gets
purpose
from
a
story;
from
there,
a
story
can
be
projected
or
supported
(Affron
&
Affron,
1995).
As
well,
there
is
a
guiding
on
what
the
eye
has
to
see
in
accordance
to
what
has
to
6
be
told
(Affron
&
Affron,
1995).
In
art
direction
the
story
and
narrative
level
characterize
as
contextualizing,
telling
where
and
when
the
event
comes
from,
as
well
as
proportionating
clues
on
semiotic,
semantic
and
other
levels
about
someone
or
something
(Affron
&
Affron,
1995).
Another
definition
for
art
direction
is
provided
by
the
Cinema
Studies
scholar
Hayward,
who
says
it
is
the
“whole
range
of
labour
practices
involved
in
the
creation
of
visual
environment
of
the
film
–
from
the
smallest
to
the
largest”
(Hayward,
1996,
p.
28).
Art
direction
includes
set
design,
the
context
in
which
characters
move
about
and
action
takes
place,
and
even
the
selection
of
the
appropriate
props,
since
all
these
elements
impact
heavily
in
the
elaborations
of
meanings
(Hayward,
1996).
In
the
context
of
games,
someone
who
identifies
a
visual
creative
process
and
art
directing
work
is
Nic
Kelman
(Video
Game
Art,
2005).
He
distinguishes
the
visual
imaginary
that
has
boosted
and
increased
its
complexity
in
the
game
industry
in
its
pursuit
to
create
unique
and
elaborated
situations
and
at
making
the
players
have
better
playing
experiences
(Kelman,
Video
Game
Art,
2005).
Since
representation
broadens
gameplay
options
at
creating
and
recreating
things
and
environments
not
contemplated
before,
a
development
in
the
aesthetical
field
over
the
years
becomes
quite
logical
(Egentfeldt
Nielsen,
Heide
Smith,
&
Pajares
Tosca,
2008).
Even
though
it
is
possible
to
find
contrasting
postures
that
state
that
visuals
are
mostly
eye-‐candy
with
no
in-‐game
impact
(Egentfeldt
Nielsen,
Heide
Smith,
&
Pajares
Tosca,
2008)
or
that
they
do
work
actively
as
an
actor
that
opposes
the
player
and
has
to
even
be
conquered
(Kelman,
Video
Game
Art,
2005);
what
is
extremely
important
to
stress
out
is
their
possibility
of
adding
an
atmosphere
and
providing
a
desired
taste
due
to
a
specific
intention
(Egentfeldt
Nielsen,
Heide
Smith,
&
Pajares
Tosca,
2008).
Other
author
who
identifies
certain
visual
directing
work
in
games
is
Meigs,
who
calls
it
as
finding
the
heartbeat
for
the
game
(Ultimate
Game
Design.
Building
Game
Worlds,
2003).
Megs’
explanation
is
totally
environment-‐based,
which
can
be
similar
to
the
Affrons´
term
“decor”
as
the
elemental
unit
for
art
directing
(Affron
&
Affron,
1995).
He
says
that
the
environment
will
dictate
the
mood
of
the
game
by
its
visual
style,
as
it
is
the
whole
process
of
creating
the
atmosphere
for
the
desired
game
to
take
place
in
(Meigs,
2003).
The
mood
and
the
atmospheric
elements
constituting
the
environment
are
what
has
to
be
projected
or
the
experience
to
be
conveyed
in
the
game,
and
the
paramount
outcome
of
the
art
direction
work
(Meigs,
2003).
It
is
a
systematic
work
that
yields
in
the
creation
of
an
environment
with
gameplay-‐purposes
(Meigs,
2003).
It
is
“not
just
making
a
street
7
lamp;
it
has
to
be
a
street
lamp
that
complements
and
supports
the
visual
style
we
are
working
in
or
working
for”
(Meigs,
2003,
pág.
15).
Similar
to
the
Affrons´
point
of
view,
Kelman
also
recognizes
some
narrative
features
or
capabilities
in
the
environment,
though
here
the
storytelling
level
falls
short:
he
says
environments
are
more
basic
than
any
narratives
because
there
is
no
need
of
a
story
in
games
(Kelman,
Video
Game
Art,
2005).
He
sees
environments
as
the
most
creative
element
of
the
game
that
provides
symbolism
and
helps
progression
by
shaping
spaces
thus
being
active
participants
(Kelman,
Video
Game
Art,
2005).
Even
if
an
environment
may
provide
information
of
time
and
place
where
the
play
is
enacted,
or
about
any
characters,
it
is
also
an
actor
in
the
system
that,
due
to
the
unique
nature
of
the
games,
cannot
be
reduced
just
to
a
storytelling
role.
Nevertheless,
environments
in
games
are
entities
that
differ
greatly
to
the
dominance
and
area
of
action
of
the
Art
Direction’s
environment
term,
“decor”,
(Affron
&
Affron,
1995)
and
set
design
(Hayward,
1996).
Art
directing
can
contribute
to
the
looks
of
the
game
environments
thus
participating
or
influencing
on
how
they
can
be
perceived,
but
the
design
of
them
depends
of
relations
and
definitions
of
the
games
as
systems
that
create
a
space
for
the
mechanics,
rules
and
in
generally
to
the
play
to
take
place.
Games
are
not
remediations
of
cinema,
even
though
they
are
frequently
seen
as
entertainment
forms
subject
to
a
system
translated
from
the
film
industry
(Mortensen,
2009).
As
Eskelinen
points
out,
they
are
unique
forms
and
not
extensions
of
other
media
and
require
different
treatments
(Mortensen,
2009).
Moreover,
the
function
of
the
optimal
game
visuals
should
not
be
primarily
graphical
but
gameplay
focused.
Art
direction
for
games
would
not
be
oriented
on
visual
impact,
visuals
have
to
be
of
extreme
importance,
though;
but
it
must
be
oriented
on
hosting
gameplay
(Meigs,
2003).
“The
main
objective
is
solid
play”
(Meigs,
2003,
pág.
9),
always
supported
by
game
looks.
The
following
is
the
analysis
of
the
process
of
visual
delivery
in
games
for
the
creation
of
moods,
atmospheres,
perceptions,
and
visual-‐based
emotions.
It
consists
of
an
approach
that
takes
into
games
the
fields
of
action
of
Art
Direction,
the
design
of
the
visuals
and
the
term
“decor”
(Affron
&
Affron,
1995)
or
environment:
the
graphical
level
and
the
environment
level.
This
“walk-‐through”
of
the
game
visuals
is
intended
to
grasp
game
ingredients
in
which
art
directing
practices
can
be
applied
as
well
as
all
the
unique
8
features
working
towards
the
same
aim
as
Art
Direction
but
feature
not
inference
from
the
discipline.
The
visual
delivering
in
games
is
definitely
identifiable
by
the
manner
graphics
are
processed
and
by
the
looks
and
representational
forms
of
the
diverse
game
elements.
The
better
the
graphics
bigger
the
chances
for
the
narrative,
generic
and
gameplay
systems
(Egentfeldt
Nielsen,
Heide
Smith,
&
Pajares
Tosca,
2008)
to
impact
on
the
playing
experience.
Poor
or
low
quality
graphics
are
likely
to
fail
in
representing
game
elements
or
attracting
a
player
to
the
game.
However,
due
to
the
computer-‐based
nature
there
is
already
a
predefined
“playground”
within
which
video
games
have
the
possibility
to
deliver
visually.
Games
visually
range
within
certain
types
that
have
“different
properties
and
afford
different
gameplay
styles”
(Egentfeldt
Nielsen,
Heide
Smith,
&
Pajares
Tosca,
2008,
pág.
105).
A
style
is
how
a
game
expresses
visually
(Egentfeldt
Nielsen,
Heide
Smith,
&
Pajares
Tosca,
2008);
a
set
of
aesthetic
qualities
yielding
in
a
visual
form
consciously
achieved
(King
&
Krzywinska,
2006).
Aki
Järvinen
has
identified
3
graphical
styles
predominant
in
video
games:
photorealism,
caricaturism
and
abstractionism
(Egentfeldt
Nielsen,
Heide
Smith,
&
Pajares
Tosca,
2008).
The
first
aims
for
realistic
expressions
(Egentfeldt
Nielsen,
Heide
Smith,
&
Pajares
Tosca,
2008)
and
in
some
cases
its
intention
is
to
increase
the
experiencing
by
the
proximity
of
looks
and
reality
(King
&
Krzywinska,
2006).
The
second
style
is
based
on
caricatures
and
their
ability
to
exaggerate
the
characteristics
of
what
is
being
represented
and
the
unrealistic
touch
they
can
come
up
with
(Egentfeldt
Nielsen,
Heide
Smith,
&
Pajares
Tosca,
2008).
The
abstractionist
is
mainly
about
forms
more
than
about
representing
(Egentfeldt
Nielsen,
Heide
Smith,
&
Pajares
Tosca,
2008);
it
is
shapes
that
are
read
as
what
they
appear.
Games
can
fluctuate
and
have
elements
from
more
than
one
of
the
aforementioned
graphical
styles;
and
within
each
style
there
are
also
more
categories
(Egentfeldt
Nielsen,
Heide
Smith,
&
Pajares
Tosca,
2008).
Moreover,
the
treatment
that
each
of
the
graphic
types
has
is
not
necessarily
the
same
as
what
a
stylistic
format
may
connote.
Some
game
systems
feature
very
realistic
graphics
to
portray
surreal
worlds,
like
fantasy
games,
while
9
others
use
abstract
forms
such
as
maps
and
signs
to
make
the
player
experience
war
for
instance.
Nevertheless,
the
representational
level
of
the
visuals
has
a
big
contribution
on
how
they
are
experienced.
It
is
not
the
same
to
play
a
game
in
which
the
detailed
slaying
of
a
person
happens
with
photorealistic
graphics
than
shooting
a
squared-‐shaped
pixilated
human-‐
looking
caricature.
Graphics,
according
to
King
and
Krzywinska
(Tomb
Raiders
and
Space
Invaders,
2006)
have
the
ability
of
aiming
for
realism,
spectacle
and
sensation.
They
can
be
planned
and
produced
to
be
striking,
pleasurable,
highly
expressive,
emotionally
charged,
intriguing
or
even
disturbing
(King
&
Krzywinska,
2006).
Steve
Swink
(Game
Feel.
A
game
designer's
game
to
virtual
sensation,
2009)
offers
an
explanation
to
the
way
elements
are
represented
in
video
games
by
presenting
a
triangle
in
which
each
vertex
is
a
representational
form:
real,
iconic,
and
abstract
(Swink,
2009).
He
says
that
games
are
found
between
each
of
the
vertexes
of
the
triangle
and
not
necessarily
in
the
corner.
Thus,
it
is
possible
to
situate
in
this
theoretical
framework
to
a
classic
Nintendo
character
like
Kong,
Mario
or
Link,
between
the
iconic
and
the
real,
but
mostly
approximated
to
the
former
one.
The
impact
that
graphical
styles
and
the
representational
nature
of
game
elements
have
within
the
concept
of
“game
feel”
is
called
role
of
treatment
(Swink,
2009).
It
refers
to
the
reaction
that
the
visuals
should
optimally
produce
within
a
game
system:
if
something
looks
human
the
player
will
expect
it
to
move
and
have
some
human
properties
and
interact
in
such
a
way
(Swink,
2009).
Things
that
do
not
look
familiar
may
be
treated
with
caution.
It
all
depends
on
the
proper
way
of
representing
and
putting
the
message
in
the
face
of
the
player.
As
part
of
representing
and
working
with
graphical
styles,
an
important
factor
within
the
process
of
visual
delivering
by
games
is
composition
and
in
general
visual
design.
Common
concepts
from
art
directing
for
film
and
theatre
are
the
basic
graphical
and
spatial
elements
such
as
lines,
forms,
masses,
and
empty
spaces
(Staub,
1973).
These
basic
elements
are
the
composition
ingredients
used
in
games
to
create
shapes
and
forms
conveying
concept
and
even
making
possible
any
rhetoric
or
dramaturgy
(Staub,
1973).
The
way
that
composition
elements
combine
and
complement
is
part
of
visual
design
and
is
undoubtedly
of
paramount
character
in
any
visual
delivering
process
that
video
games
can
perform
since
they
are
in
majority
graphical
dependant.
Visual
design
is
a
series
of
activities
that
imply
“the
visual
dramaturgic
elements,
coordination
of
visual
and
dramaturgic
composition,
and,
coordination
of
visual
and
dramatic
theme”
(Staub,
1973,
pág.
138);
its
outcomes
help
tell
time
and
location,
10
weather
conditions,
or
any
other
necessary
information
to
be
used
to
contextualize
(Whitmore,
1994).
In
common
media
such
as
TV,
theater
and
film
it
can
be
seen
as
the
conjunction
of
all
the
smaller
efforts
such
as
cinematography
and
custom
design,
but
taken
to
the
game
scope
it
can
be
inferred
as
the
conjunction
of
lighting
/
cinematography,
texturing,
particles
and
effects,
in
general
the
most
powerful
tools
for
altering
the
mood
in
a
video
game
according
to
Meigs
(Ultimate
Game
Design.
Building
Game
Worlds,
2003).
Some
others
“efforts”
can
be
added
as
a
complement
proper
to
the
nature
of
games
such
as
animation
and
character
design
(Kelman,
2005).
Other
features
proper
to
video
games
worth
mentioning
as
determinant
within
any
game
visual
delivery
that
are
not
shared
with
any
traditional
media,
are
the
“aesthetic
strategies”
suggested
by
Egentfeldt,
Smith
and
Tosca
Pajares
(Understanding
Video
Games,
2008).
They
refer
to
the
visual
and
geographical
way
in
which
games
as
a
medium
can
be
experimented,
being
these
examples
of
variables
that
influence
the
play,
diversify
game
genre
or
offer
more
engagement
or
player
visual
participation.
These
strategies
are
the
following
(Egentfeldt
Nielsen,
Heide
Smith,
&
Pajares
Tosca,
2008,
págs.
107
-‐
120):
The
difficulty
of
approaching
game
environments
from
a
visual-‐based
point
of
view
lies
on
the
different
scopes
and
foundations
of
their
characteristic
and
constitutive
features.
However,
it
is
important
to
consider
many
of
these
game-‐only
properties
work
based
on
visuals,
they
are
graphic-‐dependent
in
their
operation;
therefore
it
is
important
to
consider
them
as
elements
belonging
to
the
phenomenon
of
visual
delivery
in
games.
They
influence
the
perception,
the
feel,
and
the
overall
experience
the
player
gets
visually
from
the
game
system.
11
To
start,
it
is
necessary
to
realize
the
big
discrepancy
that
exists
between
Art
Direction
from
traditional
media
and
games
for
what
it
concerns
to
the
environment,
set
or
“decor”,
as
the
Affrons
call
to
the
“playground”
for
art
directing
activities
(Affron
&
Affron,
1995).
While
in
theater
the
set
is
limited
to
a
stage
and
in
cinema
to
“spatial
and
temporal
rhythms”
(Affron
&
Affron,
1995,
pág.
33),
in
games
the
environment
goes
beyond.
It
displays
a
detailed
world
by
providing
a
context
that
consists
of
the
identity
of
the
character,
the
goal,
the
affordances,
the
scenarios
and
all
the
needed
to
experience
the
mechanics
of
the
system,
being
the
former
the
reason
for
the
game
to
exist
(Egentfeldt
Nielsen,
Heide
Smith,
&
Pajares
Tosca,
2008).
A
game-‐only
point
of
view
on
what
the
context
for
play
means
and
that
highly
refers
to
visual
delivery
in
games
comes
within
the
“game
feel”
concept.
(Swink,
2009).
This
is
seen
as
a
feature
of
providing
a
physical
space
that
can
be
experienced
real-‐time
through
a
character
or
avatar
due
to
the
synergy
of
code
and
visuals,
which
define
the
physics
of
game
worlds
and
the
layout
of
game
elements
respectively
(Swink,
2009).
For
instance,
if
a
world
seems
to
be
big
and
the
character
runs
around
at
certain
speed
the
player
will
get
hang
of
how
it
is
like
inhabiting
the
environment
(Swink,
2009).
If
the
player
meets
dead-‐ends
or
invisible
walls
he
may
feel
limited
or
caged.
Other
influencing
factors
contributing
in
lower
levels
to
the
visual
delivering
process
of
the
game
environment
are
the
proximity
in
which
elements
interact
and
are
placed,
as
well
as
their
size
and
proportions
among
them
(Swink,
2009)
since
they
visually
help
create
the
perception
of
distances,
give
value
for
certain
items,
establish
power
relations,
etc.
The
looks
and
feels
accomplished
by
graphics
and
game
physics
in
games
contribute
enormously
creating
moods,
atmospheres
and
the
environment
itself.
As
Swink
explains,
game
environmental
properties
would
be
the
tools
to
be
modified
in
order
to
create
the
sensation
of
a
close
or
claustrophobic
scenario,
like
a
subway,
or
an
open
one,
such
as
a
city
(Swink,
2009).
Among
other
factors
that
also
contribute
to
the
creation
of
a
perception
but
in
a
more
detailed
and
advanced
level
of
sophistication
are
the
elements
that
Swink
calls
“polish”,
which
are:
textures,
shapes,
animation,
visual
effects,
sound,
cinematic
effects
and
tactile
effects
(Swink,
2009).
By
tweaking
these
visual-‐based
variables
the
whole
perception
of
the
game
changes
for
the
player.
Spatiality
and
freedom
are
among
the
unique
features
of
game
environments,
and
definitely
ingredients
of
a
visual
delivering
process,
not
proper
to
any
other
media.
According
to
King
and
Krzywinska,
Espen
Aarseth
mentions
that
“games
are
essentially
concerned
with
spatial
representation”
and
negotiation
within
it
(King
&
Krzywinska,
2006,
pág.
77).
Space
and
the
freedom
for
action
within
have
as
reason
for
existing
to
12
facilitate
the
exploration
to
read
narrative
structures,
to
get
attention
on
specific
elements
or
to
make
room
for
practice
(King
&
Krzywinska,
2006).
Environments
may
invite
to
be
explored
and
it
is
generally
through
the
use
of
environmental
items
such
as
placing
ledges,
to-‐be-‐opened
doors
and
boundaries
that
the
phenomenon
is
enacted
(King
&
Krzywinska,
2006).
Navigation
and
exploration
should
work
interestingly,
in
a
challenging
way;
it
should
not
be
forced
or
feel
unnatural
(Kelman,
Video
Game
Art,
2005).
The
spatial
nature
of
the
environments
affords
different
contexts
for
the
player
in
a
perception
level:
when
big,
the
environments
may
push
the
player
to
look
out
finding
himself
small
or
even
insignificant,
while
small
or
tight
they
may
lead
to
introspection
or
claustrophobia
(Swink,
2009).
Spatiality
and
freedom
are
so
important
in
games
that
the
exploration
they
yield
is
what
makes
environments
representative
(Kelman,
Video
Game
Art,
2005),
what
gives
to
the
playing
of
a
specific
game
its
personality.
A
proper
displayed
environment
will
help
create
the
feeling
for
the
player
of
conquering
and
taking
over
the
world,
thus
making
the
action
of
exploring
and
then
finding
out
things
in
it
so
life-‐worth
for
him
(Kelman,
Video
Game
Art,
2005).
Nevertheless,
in
game
environments
there
are
still
some
similarities
to
other
media
and
from
there
it
is
possible
to
see
some
applications
of
Art
Direction
principles
to
improve
how
the
visual
delivery
works.
The
environments
set
the
mood
(Meigs,
2003)
and
contain
visually
elements
that
“mostly
add
to
the
atmosphere,
provide
a
sense
of
realism
and
generally
make
the
game
world
seem
alive”
(Egentfeldt
Nielsen,
Heide
Smith,
&
Pajares
Tosca,
2008,
pág.
105).
Somehow
they
can
be
seen
to
what
in
theater
and
film
is
called
the
mise-‐in
scene
since
they
have
many
similar
or
common
elements,
such
as
the
setting,
the
customes,
lighting,
the
actors
and
the
action
that
takes
place
therein
(Hayward,
1996).
Game
environments
can
feature
some
of
the
properties
of
the
set
design
functions
that
characterize
media
sets
and
film
environments.
An
environment
can
either
be
decorative,
if
what
it
does
is
mainly
to
furnish
providing
pleasure
and
nice
aesthetics;
localizing,
when
it
is
merely
for
informative
purposes
about
events;
or
symbolic,
when
it
consists
of
ideas
or
abstractions
(Affron
&
Affron,
1995).
As
well,
depending
on
the
art
direction
work
implied,
an
environment
could
also
be
classified
according
to
the
following
functional
taxonomies
or
set
design
intensities
(Affron
&
Affron,
1995):
• denotative:
when
it
avails
on
conventionalisms
and
genre-‐based
elements
to
contextualize;
• punctuation:
the
localizing
features
of
the
set
are
so
important
that
it
even
surpasses
the
character’s
central
role;
13
• artifice:
the
set
goes
towards
artificiality;
• embellishment:
if
the
set
enforces
visually
the
narrative
or
the
rhetoric;
• narrative:
when
the
set
is
unique,
the
protagonist
unit
of
the
action
(Affron
&
Affron,
1995).
The
set
design
functions
and
the
art
direction
taxonomies,
though
totally
borrowed
from
traditional
media
in
which
the
environment
is
static,
a
backdrop
to
the
action
(Whitmore,
1994),
can
yet
have
some
contribution
to
the
visual
delivery
in
games.
Besides
establishing
relationships
between
the
narrative
and
the
“decor”
(Affron
&
Affron,
1995),
these
distinctions
and
categorizations
can
cast
light
on
planning
how
important
the
environment
has
to
be
in
the
game
system,
as
well
as
the
predisposition
and
importance
that
its
assets
will
have.
Moreover,
it
is
not
only
about
how
things
look
but
also
what
are
those
things
whose
look
matter.
An
art
directing
work
should
not
be
reduced
to
the
decision
on
a
visual
style
but
also
be
influencing
on
the
creation
of
the
assets
and
content
of
the
environment.
Another
contribution
from
the
Art
Direction
side
is
the
Affrons’
levels
of
interplay
as
the
roles
that
the
environment
can
have
in
a
film
in
relation
to
the
awareness
it
produces
(Affron
&
Affron,
1995).
Translating
this
into
the
games,
it
can
be
said
that
there
is
as
a
negative
level
of
interplay
when
the
environment’s
aesthetics
do
not
contribute
visually
at
all,
are
irritating,
or
do
not
add
to
the
experience
at
all.
Conversely,
a
positive
level
would
be
an
environment
that
contributes,
even
to
the
point
of
visually
becoming
a
hero
(Affron
&
Affron,
1995).
Also
within
art
direction
and
with
a
similar
operation
in
games,
it
is
possible
to
find
a
classification
to
the
power
relation
that
is
created
between
the
character
and
“decor”
based
on
the
visual
importance
granted
to
the
latter
(Affron
&
Affron,
1995).
The
environment
can
be
either
dominant,
in
consonance
or
same
level
with
the
character,
or
in
subordination
(Affron
&
Affron,
1995).
But
beyond
any
art
directing
classification,
the
environment
has
to
be
protagonist,
or
even
antagonist,
in
the
game
experience
more
than
a
visually-‐charged
background
setting
(King
&
Krzywinska,
2006),
it
should
be
structured
to
challenge
the
progress
of
the
player
(Kelman,
Video
Game
Art,
2005).
Game
environments
have
the
role
of
active
participants
in
the
games
(Kelman,
Video
Game
Art,
2005);
very
rich
environments
have
their
own
personality
and
impact
tremendously
on
the
action
(Glassner,
2004).
In
the
best
cases,
they
manage
to
disguise
their
functionality
to
provide
an
increasing
series
of
obstacles,
since
they
should
not
be
only
a
visually
contextualizing
or
a
manageable
space,
but
a
conquerable
element
that
represents
the
man’s
struggle
for
survival
in
the
world
(Kelman,
Video
Game
Art,
2005).
14
The
environment
has
also
the
function
of
being
the
spatial
and
contextual
frameworks
according
to
which
game
genres
are
established
(King
&
Krzywinska,
2006).
The
settings
and
scenarios
are,
in
many
cases,
the
defining
elements
for
themes
and
narratives
such
as
horror,
science
fiction,
fantasy,
and
so
on
(King
&
Krzywinska,
2006).
It
is
a
fact
that
many
genres
and
sub-‐genres
are
based
on
gameplay
styles,
but
it
is
important
to
consider
that
it
also
happens
that
two
games
have
the
same
gameplay
but
a
different
ornamentation
or
visuals,
and
the
way
they
are
presented
definitely
makes
of
them
a
different
experience;
they
would
be
identified
by
the
players
as
games
from
different
genres
(King
&
Krzywinska,
2006).
As
a
last
element
proper
to
the
visual
delivery
in
games
and
working
in
both
graphical
and
environmental
levels
comes
consistency.
It
is
culturally
learned
to
identify
if
something
is
well
composed,
but
especially,
to
have
the
sensitivity
to
recognize
logical
and
harmonic
relations
within
narratives
and
environments
(Affron
&
Affron,
1995).
A
constant
look
is
necessary
(Meigs,
2003)
as
well
as
a
consistent
environment
for
accomplishing
the
sensation
of
participating
in
believable
and
consistent
game
worlds
(Glassner,
2004)
.
Any
disruption
in
the
visual
delivery
such
as
visual
discrepancies,
environmental
irregularities
in
the
physics,
textures,
items
and
assets
proportions,
or
even
elements
not
proper
to
the
game
genre,
would
definitely
impact
on
the
player’s
perception
making
him
feel
unease
in
his
experience.
In
order
to
understand
properly
how
art
directing
and
game-‐only
considerations
combine
and
cooperate
in
creating
the
moods,
atmospheres
and
the
visually
desired
outcome
to
be
perceived
by
the
player
in
a
specific
designed
game
experience,
the
contrasting
of
two
games
that
feature
a
high
level
of
accomplished
visuals
is
conducted.
The
games
are
Braid
(Microsoft,
2008)
and
Silent
Hill:
Homecoming
(Konami,
2008).
The
terms
recently
depicted
in
both
levels
of
the
games’
visual
delivery
are
listed
in
the
following
scheme
together
with
their
most
significant
visible
applications
in
the
two
games.
15
Braid
(Microsoft,
2008)
Silent
Hill:
Homecoming
(Konami,
2008)
There
is
clearly
an
effort
to
attract
the
eye
of
Its
elements
aim
for
realism,
there
is
not
the
viewer
and
make
him
admire
what
is
excessive
ornamentation,
though
there
is
displayed.
It
features
a
huge
work
or
enough
detail
to
identify
each
object
elaboration
of
ornamentation
for
its
visuals
according
to
what
they
represent.
Even
the
that
are
mainly
aided
by
the
sophisticated
textures
support
realism
by
using
bumps
use
of
colors
and
gradients.
It
is
possible
to
conveying
what
the
objects
would
be
like
see
shiny
stars
and
multicolored
clouds,
being
touched.
rocks
and
buildings.
The
levels
are
like
big
The
visuals
work
highly
on
contextualizing
canvases
with
several
layers
of
visual
work
on
the
location
of
the
game,
either
a
condensed
craving
for
attention.
strange
hospital
or
the
different
parts
of
As
well,
there
is
a
special
gradient-‐use
of
the
the
Silent
Hill
town.
lines
that
contour
some
objects,
like
the
As
pointed
out
by
Meigs
(Ultimate
Game
rocky
platforms,
and
aquarelle
looking
Design.
Building
Game
Worlds,
2003),
as
backgrounds
that
work
shaping
vegetations,
elements
that
work
strongly
building
the
cityscapes,
and
skyscapes
in
an
extremely
atmosphere
of
the
game,
there
are
the
attractive
manner.
lighting
and
the
particle
effects.
The
Besides
the
contextualizing
function
of
the
former
is
part
of
the
mood;
it
is
important
visual
composition
(Whitmore,
1994),
all
the
to
have
little
light
and
mostly
shadows
to
visual
design
and
composition
elements
create
proper
suspense,
while
the
latter
do
cooperate
to
build
a
dreamy-‐alike
the
same
by
creating
fog
that
decreases
atmosphere,
which
is
very
ad-‐hoc
to
the
visibility.
They
both
are
essential
for
the
“forgiveness”
and
time-‐rewinding
mood
the
horror
setting
the
game
enacts.
designers
wanted
to
convey
(Hellman).
The
character
design
and
the
animation
The
animation
and
characters
are
totally
are
also
realistic
and
detailed.
The
realism
cartoonish.
impressed
by
these
elements
contributes
with
the
veracity
necessary
to
be
impressed
in
the
game
for
the
player
to
feel
engaged
and
feel
suspense.
Graphic
style
Braid
Silent
Hill
-‐
Homecoming
Caricature;
a
cartoon
that
is
coherent
with
t
tends
to
the
photorealistic;
the
world
16
the
rest
of
the
visual
design
(animation,
looks
real
but
distorted
from
reality,
a
character
design,
graphics)
and
fantasy
feature
that,
according
to
Kelman,
creates
treatment.
the
horror
atmosphere
in
games
(Video
Game
Art,
2005).
Representational
forms
and
treatments
Braid
Silent
Hill
-‐
Homecoming
The
graphical
forms
are
totally
iconic
(Swink,
The
forms
and
all
the
elements
used
work
2009).
They
represent
human
as
a
cartoon
on
representing
the
real.
In
Swink’s
character
and
the
rest
of
the
characters
and
representation
triangle
they
can
be
placed
elements
are
totally
pertinent
to
the
cartoon
in
the
real-‐type
vertex
(Game
Feel.
A
game
realm.
designer's
game
to
virtual
sensation,
2009).
The
aesthetic
strategies
featured
Braid
Silent
Hill
-‐
Homecoming
Braid
(Microsoft,
2008)
Silent
Hill:
Homecoming
(Konami,
2008)
• Perspective:
third
person;
• Perspective:
3rd
person
view
of
an
• Dimension:
2D;
FPS;
• Space
type:
worlds
are
an
abstract
• Dimension:
3D;
representation
of
real
worlds,
they
• Space
type:
it
disguises
pretty
well
are
platform
worlds;
the
game
takes
place
within
a
• Off-‐screen:
static,
only
what
is
on
the
skybox,
and
gives
the
impression
it
screen
is
an
active
game
actor;
is
totally
in
a
human-‐alike
world;
• Scroll
/
how
the
universe
unveils:
,
• Off-‐screen:
static,
only
what
is
on
horizontally,
as
common
platform
the
screen
is
an
active
game
actor;
games;
• Scrolling
/
how
the
universe
•
Exploration:
practically
free.
The
unveils:
no
scrolling,
the
player’s
player
can
decide
what
to
undertake
avatar
is
totally
immersed
in
the
or
not
due
to
gameplay.
He
can
go
game
universe
and
through
his
eyes
directly
to
the
exit
or
engage
in
the
it
is
unveiled;
mini
tasks
of
opening
doors
and
• Exploration:
it
is
forced
by
the
17
finding
and
assembling
the
puzzles.
game
design.
Quests
and
items
to
be
found
encourage
the
player
to
The
very
particular
characteristics
of
look
out,
it
doesn’t
feel
forced,
platform
games
such
as
the
perspective,
though.
It
makes
feel
the
player
has
dimensionality,
and
scrolling,
keep
the
the
freedom
to
explore
as
much
as
player
active,
interested
and
facilitate
play,
he
wants
to.
but
yet
keep
him
separated
from
the
game,
they
don’t
contribute
to
a
total
immersion
These
elements
propitiate
a
bigger
because
they
make
the
“it-‐is-‐just-‐a-‐game”
engagement
and
immersion
from
the
very
explicit.
player.
They
would
make
him
almost
feel
he
was
inside
of
the
world,
immersed;
they
almost
operate
making
the
character
disappear
or
be
invisible
for
the
player’s
eyes
and
take
over
its
identity.
Game
feel
Braid
Silent
Hill
-‐
Homecoming
The
backgrounds
of
clouds
and
the
lack
of
The
space
propitiates
the
“feel”
of
a
roofs
in
the
worlds
make
“feel”
openness
in
context
with
“real
world
proportions”
due
the
game
universe,
like
if
everything
faded
to
the
size
of
the
environment
and
the
into
the
infinite.
pace
with
which
the
avatar
moves
and
the
look
of
all
the
assets.
The
cartoonish
looks
and
cartoonish
style
animation
allow
having
sense
of
the
The
indoor
environments
contribute
with
proximity
of
all
the
environment’s
elements.
the
claustrophobic
or
panic
ingredient
at
It
is
possible
to
estimate
distances
for
being
limiting
in
all
dimensions;
the
jumping
or
stomping.
outdoor
contexts
do
the
same
but
use
as
limiting
ingredient
the
short
visibility.
As
part
of
the
“polish”
characteristics
of
game
feel
(Swink,
2009),
the
particle
effects
such
as
the
fog
stand
out
greatly.
As
well,
the
textures
aim
for
the
tactile,
it
is
possible
to
perceive
what
is
the
assets’
made
of
or
what
they
would
feel
like
at
touch.
Spatiality
and
freedom
Braid
Silent
Hill
-‐
Homecoming
It
invites
to
be
admired
more
than
explored,
It
demands
to
be
explored.
Boundaries
the
gameplay
molds
freedom
differently
that
facilitate
exploration
(King
&
since
it
is
not
necessary
to
undertake
all
Krzywinska,
2006)
are
all
over,
doors
18
levels;
the
time-‐rewinding
thematic
allows
locked
and
unlocked,
walls,
or
wholes
on
skipping
or
returning
levels.
the
pavement.
Exploration
leads
also
to
a
constructed
narrative
in
which
the
player
goes
assembling
a
story
of
what
happens
to
the
character.
It
also
allows
either
having
the
sensation
of
conquering
the
world
or
giving
great
importance
to
finding
items.
As
in
games
of
the
same
genre,
discovery
is
predominant
(Kelman,
Video
Game
Art,
2005).
Set
design
functions
Braid
Silent
Hill
-‐
Homecoming
Braid
(Microsoft,
2008)
Silent
Hill:
Homecoming
(Konami,
2008)
The
predominant
function
is
the
decorative
The
environments
feature
both
the
(Affron
&
Affron,
1995).
The
environment
decorative
and
localizing
functions
(Affron
works
providing
pleasure
to
the
player
in
&
Affron,
1995).
The
first
one
is
seen
in
the
great
extent.
great
dependence
on
the
aesthetics
to
create
the
horror
atmosphere
of
the
game,
without
the
dark
settings
the
game
is
nothing.
The
second
function
is
seen
in
the
high
localizing
work
by
which
the
player
is
informed
of
what
is
around
him;
all
the
elements
are
highly
contextualizing
in
what
they
are,
what
they
represent.
Art
direction
taxonomies
/
set
design
intensities
Braid
Silent
Hill
-‐
Homecoming
It
is
possible
to
see
the
artifice
taxonomy
in
Besides
working
on
a
denotative
level
at
the
use
of
assets
and
visuals
that
go
towards
using
conventionalism
proper
to
the
horror
the
artificial
(Affron
&
Affron,
1995),
they
genre
(Affron
&
Affron,
1995),
such
as
the
19
build
the
fantastic
world
where
the
game
dark,
blood
and
monsters,
it
mainly
works
develops.
However,
in
the
highest
degree,
in
a
punctuation
level,
since
the
the
embellishment
taxonomy
stands
out
for
construction
of
the
place
with
detail
is
the
the
big
effort
put
in
the
art
direction
work
to
most
important
thing.
Overall,
it
avails
on
make
the
visuals
so
strong
in
personality
and
representing
reality
but
distorted,
as
charm.
customarily
done
in
horror
games
(Kelman,
Video
Game
Art,
2005),
in
order
to
fulfill
common
horror
game
genre
characteristics.
Levels
of
interplay
Braid
Silent
Hill
-‐
Homecoming
It
would
feature
a
positive
level
of
interplay
The
environment
would
have
a
positive
(Affron
&
Affron,
1995)
for
contributing
with
level
of
interplay
(Affron
&
Affron,
1995),
the
spirit
of
the
game.
The
identity
of
the
but
in
a
characteristic
way,
since
its
work
game
depends
highly
on
the
environment’s
goes
beyond
the
ornamentation,
it
is
an
visuals
because
it
is
part
of
a
message
that
active
participant,
like
a
hero
(Kelman,
wants
to
be
conveyed
(Hellman).
Video
Game
Art,
2005)
in
the
game.
It
has
to
be
conquered,
it
features
opposition.
It
makes
play
possible.
Visual
dependency
between
the
environment
and
the
character
Braid
Silent
Hill
-‐
Homecoming
Braid
(Microsoft,
2008)
Silent
Hill:
Homecoming
(Konami,
2008)
In
spite
of
its
attractiveness,
visually
the
The
environment
is
an
absolute
environment
displays
a
subordination
level
protagonist
/
antagonist
of
the
game,
its
(Affron
&
Affron,
1995)
in
relation
to
the
mysteriousness
is
the
focus
of
attention
character;
it
is
mostly
scenery
where
the
during
play.
Therefore,
the
environment
is
adventures
of
the
avatar
happen,
an
what
the
Affrons
would
call
dominant
extremely
nice
one,
but
not
so
more
than
(Affron
&
Affron,
1995).
that.
However,
functionally
there
is
more
participation
of
the
environment
due
to
gameplay.
During
the
game
the
position
of
20
some
platforms
change
and
by
time-‐
rewinding,
the
environment
is
restored
to
its
original
state
while
sometimes
it
remains
the
same
thus
always
helping
the
player
in
its
quest.
The
environment
is
an
actor
but
not
always
an
active
one.
If
the
art
direction
was
“turned
OFF”
(genre,
consistency)
Braid
Silent
Hill
-‐
Homecoming
It
would
continue
being
a
platformer
but
All
the
horror-‐genre
conventions
would
with
the
special
mechanic
of
time-‐rewinding.
disappear,
there
would
not
be
any
The
genre
of
the
game
would
be
intact.
suspense,
the
essence
of
this
specific
game
would
be
totally
gone.
It
would
remain
a
What
the
art
direction
does
is
to
work
as
the
game
made
in
a
FPS
engine
consisting
of
stamp
of
the
game,
or
its
spirit.
It
is
part
of
several
quests,
though.
the
special
set
in
which
the
game
designers
The
horror-‐looking
elements
and
assets
wanted
to
convey
an
ethereal
ideology
of
are
constitutive
in
the
way
the
game
is
forgiveness
and
a
new
meaning
for
time
and
accomplished
and
visually
delivers.
As
King
decisions
(Hellman).
and
Krzywinska
mention,
in
this
game
the
ornaments
do
matter
(Tomb
Raiders
and
Space
Invaders,
2006).
Braid
(Microsoft,
2008)
Silent
Hill:
Homecoming
(Konami,
2008)
Based
on
the
previous
comparative
analysis,
it
is
possible
to
say
each
game
demonstrates
a
different
level
of
operation
of
its
art
directing
features
in
their
visual
delivery.
In
one
hand,
Braid’s
(Microsoft,
2008)
art
direction
works
mainly
as
the
spirit
of
the
game,
as
the
mood,
a
characteristic
thing
that
makes
it
stand
out
not
even
among
other
platform
games
but
also
from
games
of
any
other
genres.
21
As
for
Silent
Hill:
Homecoming
(Konami,
2008),
the
art
direction
is
part
of
what
the
game
is,
its
gameplay
depends
highly
on
it:
the
darkness,
the
lighting,
the
realistic
textures,
and
all
the
visuals
necessary
to
build
the
horror
context.
This
game’s
visual
rhetoric
is
designed
upon
stereotypical
horror
genre
parameters
(King
&
Krzywinska,
2006),
it
exists
as
a
game
due
to
all
the
elements
that
make
of
it
a
horror
game.
If
these
elements
disappeared,
then
the
game
would
not
exist,
it
would
be
another
title.
It
is
also
worth
pointing
out
that
the
games
claim
a
different
level
of
participation
based
on
the
art
direction
work
they
present.
Braid
(Microsoft,
2008)
invites
more
to
the
contemplative,
to
be
admired,
what
according
to
King
and
Krzywinska
leads
to
the
spectacle
(King
&
Krzywinska,
2006),
while
Silent
Hill
(Konami,
2008)
goes
for
a
participation
that
affords
presence,
allows
picturing
the
player
inside
of
a
visually-‐based
sensorial
framework
of
horror.
Furthermore,
Silent
Hill
(Konami,
2008)
features
more
elements
that
engage
the
player.
Not
only
for
the
absorbing,
detailed
and
well-‐accomplished
visuals,
but
also
the
proper
gameplay
features
such
as
the
perspective
and
the
spatiality,
the
player
can
feel
himself
more
participant
of
the
system,
and
even
forget
he
is
playing
a
game.
Something
that
is
less
likely
to
happen
with
the
other
game.
An
important
use
to
be
stressed
about
the
contributions
that
an
art
directing
work
can
have
in
a
game
is
the
capability
of
conveying
a
message
with
the
visuals
without
a
narrative.
Games
do
not
need
a
narrative
to
exist
(Kelman,
Video
Game
Art,
2005),
neither
the
graphics
do
participate
allowing
the
player
assembling
a
story
in
his
head.
In
Braid
(Microsoft,
2008),
the
visuals
do
not
tell
a
story
but
give
a
message
of
a
mental
state;
the
player
can
identify
the
ethereal
and
surrealistic
value
the
game
visually
delivers
exactly
as
the
designers
intended
(Hellman).
This
phenomenon,
besides
of
showing
the
possibilities
that
games
have
as
systems
that
embody
creativity,
demonstrate
the
maturity
games
have
to
use
the
visuals
to
communicate
in
different
levels
than
the
usual.
Braid
(Microsoft,
2008)
and
Silent
Hill:
Homecoming
(Konami,
2008)
show
a
high
participation
of
both
an
art
directing
work
and
other
game-‐unique
features
that
also
operate
with
the
same
objective
of
Art
Direction
in
order
to
create
a
specific
game
experience.
The
contribution
that
art
directed
visuals
have
is
undeniable
as
part
of
the
games.
Either
in
a
role
of
dependence
or
of
contextualizing,
or
ornamenting,
game
systems
can
be
dramatically
boosted
or
impactful
just
by
how
they
look
or
the
atmospheres,
moods
and
perceptions
they
feature.
22
CONCLUSION
Art
direction,
inherited
from
traditional
media,
has
influence
and
inference
on
games
in
the
graphical
level,
on
what
it
refers
to
visual
design,
composition
and
in
general
on
how
a
game
has
to
look.
The
visual
elements
subject
to
this
discipline
have
the
possibility
of
having
an
important
participation
in
the
way
a
game
is
experience
more
than
just
being
backdrops.
As
Swink
mentions
(Game
Feel.
A
game
designer's
game
to
virtual
sensation,
2009),
the
graphical
elements
that
constitute
the
“polish”
of
the
game
completely
transform
the
game
feel.
Furthermore,
such
elements
as
graphical
styles
and
representational
forms
used
in
games
are
susceptible
to
improvement
by
Art
Direction.
Even
though
the
aforementioned
game
features
are
mainly
dependent
on
gameplay,
technological
issues
and
game
design
considerations
of
not
graphical
natures,
a
visual
directing
activity
is
recommended
in
order
to
create
the
personality
for
the
game
and
expand
an
optimal
gaming
experience
by
conveying
ideals,
and
moods.
Conversely
to
other
media
where
Art
Direction
is
responsible
of
set
design
or
environment
design,
the
discipline
has
not
so
much
impact
on
game
environments.
Because
of
the
different
non-‐visual
approach
or
nature
that
game
environment
have,
for
being
frames
for
the
rules,
mechanics
and
other
definitions,
the
art
directing
discipline
has
apparently
nothing
to
do.
Everything
operates
according
to
the
game
system’s
definitions.
As
analyzed
through
this
paper,
Art
Direction
as
a
scholar
activity
has
classifications
and
taxonomies
that
are
applied
in
this
discipline’s
field
of
study,
specifically
concerning
the
environment.
Even
though
the
non-‐visual
nature
of
game
environments
is
the
reason
for
the
limiting
participation
of
the
discipline
in
games,
the
art
directing
approaches
constitute
very
interesting
discourses
in
which
game
environments
can
be
analyzed
and
studied.
To
identify
if
a
game
environment
works
embellishing
to
certain
degree
or
if
it
has
bigger
or
less
importance
than
the
character,
offers
new
perspectives
in
which
game
aesthetics
studies
can
be
performed
and
new
game
design
schemes
built
upon.
The
contrast
resulting
of
comparing
the
two
games,
art
directing
and
generally
the
visual
delivery
of
the
games
is
merely
based
on
genre
principles.
Both
graphical
ornaments
and
genre
conventions
can
offer
the
framework
in
which
a
game
is
experienced,
and
in
some
cases
without
these
elements,
than
gain
sometimes
more
importance
than
gameplay,
a
game
does
not
exist.
23
As
also
seen
in
the
visual
delivery
and
through
the
contrast
of
the
two
games,
such
features
as
spatiality,
the
aesthetic
strategies
of
games,
or
the
game
feel,
are
just
a
few
of
the
many
ingredients
that
constitute
games
and
distinguish
them
from
other
media.
An
art
directing
effort
in
them
is,
however,
feasible
in
the
sense
that
they
depend
on
visual
elements
to
operate
and
how
they
are
composed,
how
they
look,
will
always
impact
somehow
in
the
way
a
game
is
experienced.
Even
when
“art
direction”
may
be
debated
mainly
for
its
association
to
the
art
spheres,
by
scholars
and
people
who
do
not
call
as
“art”
the
aesthetic
elements
of
computer
games,
what
is
undeniable
is
that
the
term
can
live
not
necessarily
as
an
art
discipline
but
as
the
concept
that
refers
to
the
advanced
level
work
or
activity
contributing
visually
with
the
style,
mood
and
experiencing
of
a
game.
Either
in
a
graphical
or
in
an
environment
level,
it
is
possible
to
aim
at
accomplishing
an
art
directing
effort
when
atmospheres,
moods,
a
desired
player’s
perception
or
the
visual
spirit
of
the
game
are
the
goal.
The
most
important
consideration
that
always
has
to
be
kept
in
mind
for
any
effort
that
invites
an
art
directing
activity
is
that,
the
biggest
goal
is
not
visual
impact,
but
hosting
gameplay
(Meigs,
2003).
Yet,
it
is
of
extreme
importance
to
aim
at
having
sophisticated
visuals,
but
this
is
not
the
primary
goal
of
the
game,
play
should
always
be
the
core
factor.
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GAMES:
PICTURES
25