Sunday, 26 May 2013
Saturday, 25 May 2013
Game Trailer Reiews
As part of my Assignment for university, part of my research must include market research. As a games artist in training, I believe that research is crucial for game production. By doing this, our understanding into how games work and how we should match that with an artistic approach is heightened dramatically. The aim of a trailer is to entice the audience through either sound, CGI or colour. This post is to compare and evaluate which trailer I believe was the "Perfect Trailer." As you may know, I already reviewed one of the most anticipated games coming out on the PS4, Thief 4. Therefore; I wanted to study more trailers including: Skyrim: Teaser Trailer and Dead Island; Riptide.
Even though it's been over two years since the release of Skyrim. It would appear that this game came out of the blue.... aiming to stun the world. Thankfully, it has. Let's look at this trailer in-depth starting with the audio. Posters so far, illustrate the imperial logo of mostly grey and silver tones surrounded by a black background. The aim of the poster is to be simple and simplicity can just as build up the same excitement as a design that's more complicated.
Elder Scrolls: Skyrim Teaser Trailer
Firstly, the narrator's voice shows aggression yet a warmth atmosphere to the tone. It makes you believe that if you were there face to face with the narrator while he was telling you the story, such atmosphere would make you want to believe it was real. This atmosphere was further enhanced when certain carvings on the wall came to life, breathing fire at the lone fighter. This made me think just how stories can be powerful tools and how they can influence our lives no matter it's significance. The colour scheme works very well, creating a cold atmosphere with only touch of hope/warmth. This further adds a more human/ intense touch to the trailer. CGI is also impressive, further enhancing the feeling previously mentioned. Therefore this is a trailer is designed to warm your heart, to build the feeling of excitement. To me, the trailer aims to please mostly every sense except touch and sight. It's a nice change from other trailers that seem to focus on more the CGI perspective, to please the eyes.
Dead Island: Riptide
Trailer Rating: 9.2 / 10
After the first games success, there was a call for a sequal. This meant that the developers would have to think bigger when it comes to combat, environments and enemies. The colour palette for the logo of Dead Island: Riptide has changed for the better. Instead of the black and red, we see sunset animations that adds more depth and texture to the logo. Of-course the font is a lot more darker than the background animation thus capturing the heaven-hell balance of the game.
The first thing you will notice is the lack of voice overs/ narrators. Instead there is a sad yet placid music played by a piano. So I could immediately tell that this trailer was designed to capture the feeling of desperation but also contentment. Personally, I thought the introduction dragged somewhat but I understand that this was to capture the couples love for one another in a time of imminent danger. The use of film language was very good, with interesting close ups of the lighter/ couple and long shots of the zombies and the town in the background. To me; this trailer takes a more human approach in terms of last minute decisions. The couple knew what would happen if they didn't act. But neither did they panic. Instead they thought rationally and comforted each other in the process. Such trailers and situations like this don't always need voice overs, as it would ruin the calm/ loving atmosphere in a chaotic environment. The balance of heaven and hell exists here and I believe the couple did find some form of heaven... in each other. And so ended their suffering... not to mention the many heads and bodies of zombies.
All in all; the trailer was brilliant. Good film language, storytelling, pace and audio through-out. The changes I would apply would be: More detailed animations for the couple and alter the introduction slightly. Once again; its nice to see a trailer that doesn't just talk endlessly about guns, explosions etc.
Assignment Mod Number: ARD407 - ARD409 Ideas and Concepts (Storyboard for Game Trailer)
Even though it's been over two years since the release of Skyrim. It would appear that this game came out of the blue.... aiming to stun the world. Thankfully, it has. Let's look at this trailer in-depth starting with the audio. Posters so far, illustrate the imperial logo of mostly grey and silver tones surrounded by a black background. The aim of the poster is to be simple and simplicity can just as build up the same excitement as a design that's more complicated.
Elder Scrolls: Skyrim Teaser Trailer
Trailer Rating: 9.5 / 10
Firstly, the narrator's voice shows aggression yet a warmth atmosphere to the tone. It makes you believe that if you were there face to face with the narrator while he was telling you the story, such atmosphere would make you want to believe it was real. This atmosphere was further enhanced when certain carvings on the wall came to life, breathing fire at the lone fighter. This made me think just how stories can be powerful tools and how they can influence our lives no matter it's significance. The colour scheme works very well, creating a cold atmosphere with only touch of hope/warmth. This further adds a more human/ intense touch to the trailer. CGI is also impressive, further enhancing the feeling previously mentioned. Therefore this is a trailer is designed to warm your heart, to build the feeling of excitement. To me, the trailer aims to please mostly every sense except touch and sight. It's a nice change from other trailers that seem to focus on more the CGI perspective, to please the eyes.
Dead Island: Riptide
Trailer Rating: 9.2 / 10
After the first games success, there was a call for a sequal. This meant that the developers would have to think bigger when it comes to combat, environments and enemies. The colour palette for the logo of Dead Island: Riptide has changed for the better. Instead of the black and red, we see sunset animations that adds more depth and texture to the logo. Of-course the font is a lot more darker than the background animation thus capturing the heaven-hell balance of the game.
The first thing you will notice is the lack of voice overs/ narrators. Instead there is a sad yet placid music played by a piano. So I could immediately tell that this trailer was designed to capture the feeling of desperation but also contentment. Personally, I thought the introduction dragged somewhat but I understand that this was to capture the couples love for one another in a time of imminent danger. The use of film language was very good, with interesting close ups of the lighter/ couple and long shots of the zombies and the town in the background. To me; this trailer takes a more human approach in terms of last minute decisions. The couple knew what would happen if they didn't act. But neither did they panic. Instead they thought rationally and comforted each other in the process. Such trailers and situations like this don't always need voice overs, as it would ruin the calm/ loving atmosphere in a chaotic environment. The balance of heaven and hell exists here and I believe the couple did find some form of heaven... in each other. And so ended their suffering... not to mention the many heads and bodies of zombies.
All in all; the trailer was brilliant. Good film language, storytelling, pace and audio through-out. The changes I would apply would be: More detailed animations for the couple and alter the introduction slightly. Once again; its nice to see a trailer that doesn't just talk endlessly about guns, explosions etc.
Assignment Mod Number: ARD407 - ARD409 Ideas and Concepts (Storyboard for Game Trailer)
Monday, 13 May 2013
Thief 4 Trailer Review ... "This looks promising!" - Trailer Rating 10/10 -
After some time playing from one game to another in the thief series, it seemed as though this beloved character and game was fading away, presumably to be forgotten and re-invented in the next generation of gamers. Thankfully, the developers recognised that Thief offered much not only to other games within the stealth genre but also in the gaming industry as a whole. I know stealth isn't the most fun and popular aspect of a game, yet it offers such a realistic atmosphere that is often enhanced with real life simulations and careful yet quick decision making. Despite the lack of actual gameplay footage, there was several things about the trailer that caught my attention:
- The use of CGI ( where the main character jumps out of the window, with shattered glass all around him) for example.
- Voice acting ( An intellectual individual with a rust and warm sense of presence)
- The overall pace (Music contributed to this, good use of film language, perfectly paced through-out.)
- Audio/music (Great use of classical and modern day mix, each element complimenting each other.)
- Animations (The movement of Garrett's clothing e.t.c)
- The Ending (The Garrett's hand grabbing the game title)
I know some of you would have preferred actual gameplay footage. HOWEVER! I must point out the purpose of trailers with this nature. A trailer is to give the players a hint into the world, situations, combat and interaction in which they will be placed in. Hints may include, audio, CGI, footage and colour. The whole atmosphere and architecture (from what we have seen so far) looks beautiful, intricate (even if it was mostly in the dark) also; Garrett's new look, retractable bow, robes are very detailed as-well. The animations in which the clothing moves, certainly means that the developers have taken their time, identified the game's needs and added these extra touches to inspire and motivate us further.
Here is where I will be honest: I have never played any of the Thief series. I believe this to be a good thing in some way as I can be introduced to Garrett, understand his characteristics, identifying his strengths and weaknesses and then apply them to any situation. Yes playing the past titles would have helped with this. However; with each different game, comes a new set of rules, goals and methods (Nothing never truly remains the same.) Personally, I believe the trailer was excellent. All areas of creativity and audio were perfect, creating a nice tone to reboot the series. To me, this is a great example for any games artist/designer to be heading for in terms of standards and work. Therefore, I will be purchasing the game and I can't wait for gameplay footage. I will keep you all updated if I hear anymore information about this promising title.
Saturday, 11 May 2013
Sketchbook Sketches related to my Studies ...
Continuous Line Studies (30 min duration)
DJ Character Design for Cut out Animation Draft 1
Summer Sketchbook work (Coffee, black Indian ink, lace, bubble-wrap, cardboard, washers, machine stitching, Collage, biro and PVA glue)
Second Draft for Cut-out Animation
Life Drawing Study - Foot - 20 mins
Life Drawing Studies Of The Body - 30 mins -
Line bodies studies
Charcoal Sketches (15 mins)
Back view of male using permanent marker and ink pens
A lesson in Silhouettes by Olly Stephan
(Theses are Olly's Studies)
Collage continues - Summer Sketchbook -
Life Drawing study of the Stomach (45 min study using biro)
Study of rock forms at Aberystwyth and a stencil of a manuscript - detailing the laws of the Welsh -
Silhouette lesson continues with landscapes ...
Summer Sketchook Cover - Bubble-wrap, permanent Markers, Rose petals, PVA glue, scrap newspaper, biros, lace, coffee and roses -
More life drawing studies of the human form
Second half of line studies for life drawing
Thursday, 2 May 2013
Anatomy Sketches from Sketchbooks...
Skull sketches - Using Biro and Coffee - (6 hours study)
From this study, I conducted an experiment. Half of the skull (that has coffee half painted on it) was drawn using references (that being a plastic used in classrooms) and the other part from drawn from memory with the other side covered up. I believe this was a great study to develop my fine art/drawing technique. I believe the study of the human form is vital for any artist's study. Some may argue that this is too timely as it could take a lifetime to learn. While parts of this argument may be true, it is a worthwhile study that has benefitted artists such as Leonardo Da Vinci etc. Many artist aid their drawing abilities through life drawing. This is a study of life forms while they are either moving or still. Again, this is a valuable practice to invest your time in.
Biro Studies (2 hour study)
These studies were conducted through a mixture of plastic models, Google images (for the eye,) sheer imagination and using my own wrist as a reference. Basically, I let my instincts take over. Not allowing my mind take over these studies means I wont overdue them. I have to admit the eyes were a little tricky so I consulted with a friend of mine who has years of experience in drawing and graphic design. His advice has been fantastic and advised me not to over-think (which is easier said then done!)
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