Game design:
Working with silhouette:
As I have provided the basic information regarding the silhouette principle using on the concept character for game art, lets resume the topic further and see it through details. While developing the basic design there is a key concept which we have to take care of before going to details for visual appearence. It is very necessary for any concept to look appealing and most importantly catchy to eyes. I mean, for example when we looks at Icons over any hoarding or banner or even over website, the basic Idea behind that Icon presentation is that it should catch the eye and should at least memorised by a person even if it is for a while. That same principle works for any design to gets attracted even if it is for a while.
![alt text](https://lh4.googleusercontent.com/-9gTeCzCDYnA/Uqb_5lwTDnI/AAAAAAAAAI8/2-NLQVGrQ5I/s400-no/g-02.jpg)
So to make any concept design to look appealing it is necessary that we works on the character through out its body and physical appearence. Here, at this situation silhouette comes into play because, as it is an one of the key principles of designing, the process is based on the human eye perception.
In the psychological terms, human eye percepts its environment by viewing things together and not partly. By saying together I mean to say viewing every object in wholely matter, lets have an example of a person seeing another person approching towards him. From far the person who is viewing will have an mental image of another person's whole body and not just his hand or leg. When that person approched near, the person who is analysing this one will make another mental image of whether it is an male or female, then will analyse further about its clothing and shoes and so on. In this manner an visual appearence is very necessary before you going into details in concept design like adding clothes or assets. A liking is necessary for the Idea or design before going into its details for the concept character design.
So for the visual appearence we need to check on the concept game design every now and then through out its making process to see if it looks good and appealing overall.
Now there is another principle I would like to discuss here as it is connected to the silhouette, when we create the black painted image on the character to study its physical appearence, the white space around the design is called white space. If you flip the color then the black area surrounds the design, this surrounding is called as negative space, and here as well we leaves the design alone and focuses on the surrounding to study it.
Negative spaces are used very often by designers in designing.
so what is negative space? It has various meaning in different sectors of art study. For example photographer use this term for showing the spaces around a theme or subject in the camera photo reel. Then there are painters who uses this term in drawing or sketch study to show the overlapping parts of subject in the paintings(Iconography), to show depth in there paintings subject. Also for designers it is an principle which they use in designing Icons and concept designs. I will discuss on this topic in details in the later blogs, for now I am bringing this term to justify my saying that silhouette and negative space and white space are the three interconnected terms and principles which we use in the concept designs.
Thank you for reading my article, please feel free to comment or give any suggestion on the subject matter. Have a nice day.
0 Comment(s)