Friday, 25 April 2014

Elements of Game Design- Visual Composition

There is more to composition than simply arranging objects in an aesthetically pleasing manner. Good composition guides the viewer through the image and supports the main elements of the piece, rather than distracting from them. It also is important to consider the shapes of the elements themselves and their influences. This can all be applied to every visual part of game design.


The general shapes of elements in a piece are the most important part in subtly influencing the way the viewer sees it. There are three key formations- curved lines, straight lines and sharp angles.

Curved lines make for a softer image, but also can be used to guide the eye like a winding path. We also design things aimed at children to be soft and friendly looking, we associate curved shapes like spheres with being so safe as those kind of shapes are smooth to the touch. It can also be noted how more curved shapes can be used to give an impression of femininity, as opposed to the more solid shapes used to make things more masculine. Physical curves as well as being of a more gentle nature are generally considered feminine traits, while more masculine traits such as strength are greater reflected in hard, angular shapes.

Straight lines give more of an impression of strength, and especially when parallel they can also bring a sense of tranquillity by their organisation. This latter point was something I didn’t fully understand until the other day, when I was playing the latest Pokemon title and recalling how much I liked the old 2D tilesheet-based overworld. What confused me was how they’d managed to keep what I had thought to be the charm of the pixel artwork while using 3D models. I came to realise that what drew me in so much about the over world was not simply due to the pixellation (although it did have some influence due to what pixels are) but the organisation of the grid the world was built to. Everything is arranged to straight lines and it genuinely does have a relaxing effect.



Hard angles like spikes are an obvious one. We associate those with aggression, they’re aerodynamic and sharp to the touch. Sharp angles are best used to convey power, and we often jump straight to them when we want to design something to look ‘cool’.

An interesting thing to keep note of it how these principles don’t always have to be played straight to be taken advantage of. If you create harmony by placing aggressive looking shapes in an environment of similar style and the shapes will look far less aggressive than if they were placed in, say, a more curved environment. Creating a dissonance between the characters and their surroundings can play a huge part in indicating a sense of hostility, even to the point where these design principles can be subverted.


These concepts are not limited to two dimensions. In games, these shapes can also be reflected in motion, whether programmed or influenced by elements in the game. Compare Mario and Sonic, Mario is a very rounded, family friendly character and the way he controls causes him to move in swoops or bounces. Sonic, while aiming at a similar demographic, tries to go for more of a “cool” approach by being just that little bit aggressive, with higher speeds and therefore less smooth movements than Mario. With the early titles the difference is minute, however as Sonic’s design has changed throughout the years his movement has too, with the additions of very angular actions such as the homing attack. Speed of movement being an influence, even something as simple of camera movement can show something about the situation.


Finally, using the layout of stages it’s possible to control character movement in an interesting way. The character can be forced to make sudden movements by being made to travel through a maze-like layout at speed, adding to tension. Or, using swooping, curved pathways they can be given more of a sense of freedom and the urge to keep moving. You could even use the strong, straight lines of buildings to influence the player to slow down if you can put across a good sense of scale.


By applying all of these concepts to the design of stages and characters in games, the mood of the game can be portrayed far more effectively than if they were ignored. We can also more effectively guide the player through levels and create scenery that is truly visually interesting and immersive.

References- http://en.wikibooks.org/wiki/Graphic_Design/Principles_of_Design

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