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