So what is the visual game experience? It’s what you see.
When you are playing a game it is the data that your eye sees and processes. Is
that simple, but creating and designing visually appealing data for your eyes
can be quite the challenge.
Is this a tree, person and town...or is it a face!? |
We talked about optical impressions, which involves:pattern recognition
and motion tracking; Optical art (pictured above) and visceral reactions.
Visceral reactions include aesthetic sensibility “does what I’m looking at make
sense?”, primal reactions, dark = scary and taught reactions, reactions that we
have learned from life for example, guy walking towards you with a hokey mask
and knife at night, chances are he’s not going to give you a cookie and you
should probably run.
The bulk of the lecture was spent talking about Alexander’s
15 Properties of Living Structures.
Alexander’s 15 Properties of Living Structures
1.
Levels of scale – The visibility of goals, scoping of the level to accommodate the current objective.
2.
Strong Centers – Strong areas of focus for example depth of field to add emphasis on what you should be focusing on.
3.
Boundaries – The ability to see the limitations, so instead of having invisible walls, place an obstacle..
4.
Alternating Repetition – “Repeating elements to
give sense of order” for example in Super Mario Bros. when you have the grey
brick tiles with the black background, you know theirs a boss fight coming up.
5.
Positive Space – Keeping focus on objective,
backgrounds that do not detract the player from their current goal.
6.
Good Shape – Keeping things simplistic
7.
Local Symmetries – Keeping things small for
example in Portal several smaller rooms are easier to grasp than one big room.
8.
Deep Interlock and Ambiguity – The phenomenon that
occurs when things are so dependent on each other, you cannot have one without
the other.
9.
Contrast – Using strong opposites to achieve
difference. For example in Portal, white tiles = portalable and black tiles =
not portalable
10. Gradients
– Things that change gradually. For example in GTA V there is a transition
between the city and the country side.
11. Roughness
– Imperfections that are put there on purpose. This could prevent things from
looking weird for example a room where everything is perfectly packed away may
lead you to think “Is anyone actually living here or is this all set up for
show?”
12. Echoes
– Involved using previously discussed proprieties but modified a little. For
example two objects that are different but perform the same function, for
example the cubes in Portal the pink and blue cubes do the same thing but the variance
allows for a breath of fresh air.
13. The
Void – Calm contrasts, large empty spaces can create the feeling of calmness.
For example the church in Bioshock Infinite.
14. Simplicity
& Inner Calm – This involves using only the essential objects for a scene.
No additional props or anything, just what’s required for the player to play.
15. Not Separateness – How all elements of the
game come together. Why are these object here?
This was a very informative lecture, especially as a guy who’s
into graphics programming this gave me a real sense on where I should spend
resources for maximum visual appeal.