Wednesday, 5 December 2012

Silent Hill 2 [part 3] - Level Design


For my third and final submission on Silent Hill 2 I will be taking a look at the level design which is arguably the strongest feature of the series. What must be understood about the areas within SH2 is that every area is relevant - whether it’s a cramped hallway or a seemingly, never-ending staircase descending into darkness. Every area has some kind of symbolic reference.

The first area the player (as James) finds themselves is in is inside a grubby public toilet. This area acts as a precursor for the rest of the game as it describes the gritty, explicit nature of the game. One should also note that James begins the game in doors; this wasn’t by chance – it was a conscious decision.


The detailed appearance of this area indicates the mood for the rest of the game. 

The next area you traverse into is literally Silent Hill – most of the world you will be exploring will look similar. Everything looks old and decayed; the layers of dirt over the roads and buildings add to the degraded feel of the ghost town. One might also notice how the town is near the sea, emitting a sense of isolation. And of course, the most noticeable feature: the fog (or ash which is never made apparent in the 2nd game). The fog actually serves a technical purpose – it hides the draw distance and acts as a filter to cover up any textural shortcomings.

The fog filter is not only an aesthetic feature lending to mood of the game but it is also designed to cover up any technical shortcomings. 

Even the placement of certain characters is crucial to the game and its symbolic nature. James first encounters pyramid head behind bars separating a corridor. He only shows up clearly however when the player directly faces PH; this is our first clue into its true identity. Pyramid Head is actually James’ mirror image, and the fact that he is first seen behind bars is crucial. Silent Hill is considered a place where people go to be punished; James’ vision of PH behind bars is how the town reacts to him.

 Your first encounter with...you.

Another clue into James’ psyche is when we first encounter Mary’s dress on a mannequin. This tells us that James only ever viewed Mary as an object; something to simply fulfil his sexual desires. The player also finds the torch-light attached to wear Mary’s heart would be, brightening up the dark room around it. This gives us some insight into Mary’s personality – how she brought light into the world.

I"n my restless dreams, I see that town... Silent Hill."
 
Another area which truly tests the player is on the long, dark, descending stair case. This signifies James’ journey down into hell and is literally a 2 minute journey from the top of the stairs to the bottom. This tests the player in more ways than one; constantly wondering if they should turn back being the most prominent. What makes this interesting is that during this section of the game James’ and the player’s psyches are directly connected; both are experiencing frustration and doubt, as well as a feeling of dread. This wouldn’t have been possible if the staircase hadn’t been so long and time consuming to descend.  

When I reached this part of the game I thought I had encountered a glitch since I didn't appear to progress whilst descending the staircase. The game affected my sanity in this way.

One thing which I believe separated the level designing process for the Silent Hill team as opposed to most other video game producers was that the psychological references took priority, and even determined the design over actual consideration to how they traverse. In a large amount of games, priority seems to be taken on scale and variety in level design. In the Call of Duty games (vulgar) for instance, the priority seems to be on how adaptable to multiplayer gaming they are. The levels most likely started off as a sequence of buildings and shapes in which artistic flair can be adapted and a basic concept can be applied.

In conclusion, I find Silent Hill to be one of the most relevant games to the industry. It truly denotes game design at a deep level, taking psychological as well as artistic significance into consideration. I honestly haven’t come across a game which has evoked so much thought and interactivity from the player. The characters, story and setting are enough to rival any film. If gaming was ever to be considered an art form then Silent Hill 2 would be the Da Vinci of the genre. It’s just unfortunate how the series has declined and lost its intelligent and brilliantly conceived sense of story-telling.      

Tuesday, 4 December 2012

Silent Hill 2 [part 2] - Visual Composition

Continuing with my look at Silent Hill 2 as well as elements of game design, I will delve into some of the visual composition methods the game has endorsed within its concept work as well as in its cut-scenes. I will of course also be referencing other sources.

First and foremost in order to understand visual composition it is important to appreciate the fundamentals. These are: line, shape, colour, texture, form and space. Each are as important as one another yet it is difficult to separate them from each other. For instance - line can be used to create shape, texture, form and space. Underneath I’ll look at each in a little more detail:

Line - is possibly the most expressive element of composition. At a basic level it can be used to create shape. To create a sense of depth or perspective two points can begin at either side of a line and connect without forming a perfectly straight line. Line can even be used to express emotion or at a primitive level, a symbol of masculinity or femininity.









These two shapes are known to be mankinds earliest symbollic representations of man and woman. The shapes literally representing an extremely simplified version of each's sex organs.

Shape - can either be as simple as flat circle in the top right hand corner of your drawing depicting the sun or an absence of shape, constructed by what else lies in the picture. Hence shape can either be positive or negative space. Shapes can also signify certain meanings; such as how a circle associated with fertility or organic matter.

Form - really exists within shape, since it is through form that a two dimensional shape can make the transition into 3D. Something as simple as shading the side of an orb in a certain manner is enough to suggest a sense of physical roundness to the object.

The Silent Hill series is known for its take of horror in a sexual manner. In Silent Hill 3 the player will constantly encounter either creatures or areas that are reminiscent of some kind of sexual representation.

That hole doesn't look that way by accident. It was a concious decision to shape it accordingly in order to represent an 'entrance'.

Colour is a powerful tool, capable of provoking emotion, temperature, calm, cleanliness and even memory. In the game “Mirrors Edge” colours were used to represent different paths. The city was a sterile metropolis consisting only of shades of white; areas shaded blue were monitored by the police and anything red (which depicted danger) was the path you (the protagonist) would take being the out-law, hero that you are. In the Silent Hill series the colour palette never ventures outside of greys, browns and dull reds; this being a conscious decision by the artists as they knew the colours are associated with dirtiness, depression and unfriendliness.

A truely unique game in which colour was not only used to create mood, but also an integral part of the gameplay.

Value and Hue are measures of colour. Certain colours are also complimentary to each other; Such as purple and yellow. An aesthetically pleasing composition might feature a yellow vase casting a purple shadow. Also it is virtually impossible to come across the colour black in nature as it is an unnatural colour and considered by some (along with white) to merely be the absence of colour.

The colour palette utilized in Silent Hill 2 is one of the most important features; adding to the murky, grim atmosphere.

Space - is the conscious decision of deciding where everything is placed within your composition. Negative is just as important as positive space; sometimes placing an object (or a character perhaps) within a wide, empty open area can suggest isolation, freedom or significance. It can also help indicate a sense of scale.

Whilst the battle in the skies is obviously the main focus in this composition it is important to note that the characters standing beneath it help to suggest a sense of scale as well as reinforce an indication of habitation within the environment.
 
When attempting to portray a particular feeling, or ‘mood’ within a piece it is important to consider a few things. The viewers ‘eye-level within a picture can change the way we view either the character or landscape we are perceiving. For instance, looking down upon the character can make them seem vulnerable or child-like even. Where as viewing the character from underneath can make them appear heroic or even menacing.
 
 
Notice how heroic that angle make Master Chief look! It also makes him all big and strong too :) How unfortunate he has the charm of a block of lego... notice the way the background is composed; the buildings appear to be getting smaller which denotes their scale - not possible without line.
 

In contrast to the previous example, notince how Heather is seen from above; this makes her look vulnerable. Not only that but she makes eye-contact, so to speak, with the viewer offering a greater emotional connection to the character than the previous composition exhibited.
 
 
When trying to create a connection between the viewer and the character, a close up is often the best way. Even without words one can gain insight simply through a facial expression and how the character is viewed. For instance, James is viewing himself in the mirror - the reflection is dark on purpose. We recognise that there’s a face staring back at him but we can also gather that the reflection is clouded, dark and unclear suggesting he’s concealing something.






 

 
 
A screenshot depicting Angela, another character from Silent Hill 2, contemplating suicide. The composition is carefully considered which makes it so powerful. Her eyes alone give away her sense of emptiness, and its important to note that they are focused on the knife. I personally love this shot of Angela since the viewer can practically sum her up from this composition alone.
 

I believe that a good piece of finished concept art should be able to tell a story; and I believe this particular piece does so very well. It depicts James and Maria separated by bars and facing each other. The first thing I notice, judging by the furniture on both sides is that both of them are in a cell. James appears to be permanently trapped with her but at the same time, she is unattainable to him. We know this piece focuses on James since Maria’s face is hidden from the viewer. This powerful narrative depicts James’ inability to remove Maria (or more to the point, Mary) from his mind and is effectively trapped with her.




 

Sometimes a single picture can convey a thousand words - I think that belief can be applied here.
 

 Underneath is a particularly helpful webpage I used to reference my work:
 


Monday, 3 December 2012

Silent Hill 2 [part1] - Planning and concepting

Planning and Concepting are 2 crucial elements of game production; they are separate processes yet they overlap and occasionally coincide with each other. It would be difficult for me to explain both processes as their own entities so instead I will look at a game which I personally love and feel nails these processes: Silent Hill 2.

One misconception a large amount of people, students and video game enthusiasts alike share is that concepting is the top notch digital painting depicting Master Chief in all his glory stood along side his trusty Warthog and miniature, blue-tinted muse. This is not the case; this is merely the end result of the concepting process and really, something which coincides with its respective game in order to promote it and offer as a visual aid.
As the little caption in the top right hand corner suggests, this is a piece of fine art. Although for an already established game such as Halo this may suffice as concept art as there probably aren't many drastic design changes and the company would hardly need to pitch the game for aproval given its status.

Concepting really doesn’t start with any visual aid at all; it begins with an idea. The strength of the end result is always factored by the strength of the initial idea - enter Silent Hill 2. I personally LOVE this game (more so than any of the other games in the series) because the concept behind the game is so strong, everything that follows after it only fleshes out this concept.

The protagonist, James Sunderland has received a letter from his wife, Mary to come meet her at their “special place”, Silent Hill. Only problem is, Mary’s dead - and so entails a psychological mind-f**k which toys with your sanity, emotions and even your patience in such a sophisticated way that it can only be described as art.

 
This game is famed for f**king with your head.

When beginning the planning process it is integral to have a healthy work ethic, efficient work schedule and a time table of deadlines in which each factor and job must be carried out whilst meeting these constraints. If a company is unable to ship its product on time it risks clashing with the release of competitors’ games, failing to fulfil supply obligations to stores and fundamentally spending more money.

The second part would be to outline the specifications of the game. In SH2’s case it was to be designed to be played on the PS2, as a third-person survival horror, with a focus on melee combat and puzzle solving.

At around the same time the visual team will begin their process of concepting the levels and characters for the game. When producing the concept material for the game, the crew went to similar locations to the ones they had intents of designing and simply took photographic reference material. This suffices perfectly for a start at the designing process and is even suitable for pitching the game. Visual aids are strong but at such an early stage in development even the simplest of references is effective if it is relevant to your idea.

One of the reference photos taken to be used for the bathroom area.

The characters are easily just as important as the scenery in Silent Hill (if not more) and the way in which the designers approached them was most likely to design their psyches and personalities before even attempting to doodle. Unlike countless other video game characters, the Silent Hill characters tend to be deep, ambiguous and psychologically disturbed.

SPOILERS AHEAD - YOU HAVE BEEN WARNED

Take our “protagonist”, James. On the surface he seems your very typical video game hero; unexplainably friendly, eager to enlist aid to any passer-by he encounters and most importantly, confused as hell. Instantly someone whom we can project ourselves on to - or so we would like to think.

What we find out towards the end is that James is an unreliable witness. He is in fact responsible for his wife’s death - he murdered her. We also discover that James is sexually oppressed, which is why all of the monsters are twisted, sexual interpretations of James’ lust. Most shockingly of all, we find out the monstrous “Pyramid head” is in fact James’ mirror image; a manifestation of his guilt for killing Mary. The game has tricked us into building an emotional attachment to James, only to find out he’s the bad guy. All of this criteria is in deed apart of the concepting process - the sketching came afterwards.

James Sunderland - Early concept sketch

Another fascinating character was Angela. At first glance she isn’t very much to look at; not particularly attractive, very plainly dressed - subtle, almost purposely boring. She also acts rather peculiarly, as if she’s constantly on edge. What happened here?

Angela Orosco
 

All of these touches were a conscious design process in creating the character’s appearance. Towards the end of the game the player might have been able to deduce that Angela was a victim of sexual abuse and rape - this explains her clothing which conceals much of her body and her unexplainably hostile attitude towards James (a man and someone she realises was only interested in his wife as a sexual object). What isn’t obvious is the fact that she is actually in her late teens - in game she looks nearly 40.

After this important character synopsis is compiled the character artist will begin to concept her physical appearance.
Early concept sketches of Angela

The final character, and arguably the most iconic out of the game (if not, the entire series) is Maria. Physically, she’s a doppelganger of James’ dead wife, Mary - however, her dress sense and attitude differ greatly. She isn’t a typical video game heroine - her features are imperfect, she has a bit of belly fat which she doesn’t have a problem showing off and it looks as if she bleaches her hair (and not particularly well). This was important in making the character feel more “human” and someone the player would feel more inclined to protect. This was possibly the most important factor of Maria’s physical appearance since for a good part of the game, James has to escort Maria throughout Silent Hill.

What makes her most intriguing is her personality and constant mood swings. At one point she acts seductively towards James, and in an instance can turn to cold and unfeeling. What makes her even more unsettling is that she appears to channel Mary at certain times, constantly forcing the player to re-evaluate who they’re looking at - only for her to reassure you that she is Maria.
 
Mary
Maria
 
Even early sketches of Mary and Maria both show striking similarities in bone structure and features. Its amazing how much personality the artist has managed to fill in these ketches. Also note how facial expressions can alter one face so drasticially that they could be confused for two seperate people.

Characters from the Silent Hill series may lack certain aesthetics when compared to other games; but their appearances are non-the-less, carefully considered and intricately relative to their psyches. This in my opinion is an example of good character design, born from strong concepts and ideas.
 
"It doesn't matter who I am. I'm here for you, James. See? I'm real."

Underneath are links to a short documentry on the making of Silent Hill 2 that I enjoyed and found relevant:
 
Part 1http://www.youtube.com/watch?v=zU6506yLGr0
Part 2http://www.youtube.com/watch?v=N07OtwsqiaE
Part 3http://www.youtube.com/watch?v=RTADSPmCxQo
Part 4http://www.youtube.com/watch?v=UCg-Wvs1VbY


 

Wednesday, 14 November 2012

Abbey Park - Final piece

This marks a milestone for me - my first ever digital painting that is neither a group of random silohuettes or an attempt at authoring my own textures. This has taken me far too long and has frankly put me off wanting to try anything like this again... I clearly didn't know where to obtain these "brushes" I overhear digital painting enthusiats gushing about in class which would undoubtedly have saved me time. I did however manage to fit the public loos into this piece, which is of some saving grace.

I stuck to the "hard edged brush" as I didn't dare venture away from the default selection. The leaf brush that came with the software probably wouldn't have fared particularly well as it appeared to be a Canadian maple tree leaf.
 
Critiques include: theres no differentiation between the leaves on the tree in the background or the ones closer to the front. The picture has no direct focal point at the end of the path. The front of the picture could use darkenning slightly.
 

Abbey Park - Artwork

I hate drawing trees. They take such an awful long time to render and even when I'm done my work looks like concept art for "Revenge of the Killer Broccoli. Underneath I did some sketches, but I always feel more comfortable working in ink or acrylics.

About as bad as it looks - I really can't render trees very well.

Trying to draw detailed trees doesn't get me much further...

If you hold this sketch away from you it doesn't look bad

Much happier working with a brush; these seem somewhat more aesthetically pleasing.

Don't normally use watercolours, as I'm more comfortable with acrylics. Kinda shows..
 
My tree-drawing skills still need alot of work. I found an interesting page which broke down tree-rendering into primitive shapes and layers of detail: http://sibleyfineart.com/tutorial--draw-trees.htm

Abbey Park - Photographs I took

We visited Abbey Park for our first visual design project. I don't normally enjoy drawing trees as I've always found them tedious, but I figured I wouldn't have gotten away with drawing the public loos instead...

Underneath a selection of photographs I took whilst visiting which I thought were aesthetically pleasing:

I like the way the light came through the back of these trees. Contradicting popular belief; not everything turns silohuette against sunlight. In fact, objects in nature are hardly ever black since black itself isn't a natural colour.

First tree I found that started the transition between seasons. I found this interesting as I'd never really seen this much of a contrast on a single tree.

I liked the areas of dark between the branches of the leaves.

Chinese garden #1

Chinese garden #2

Wednesday, 17 October 2012

Oh my......has it really been nearly 6 months? (Reflection on year one, and ambition for year two)

It's pretty shocking to think I haven't updated my blog in over half a year. It's not that I have little to say or lack the ability to say it - its more my view on what this blog represented, and my whole perception of the course in general I think is what held me back.

When I began my first year of game art design, I felt nothing but disdain towards my current situation. Somehow I had the ridiculous notion that university was the huge party we all can’t wait to get to and I would get to learn how to make that awesome, badass concept art for those games I loved. And dear God, how I let that fantasy penetrate my brain without protection for a good few months after finishing college. I was so wrong. This was horrible, fun-less grime! 3DS Max? What is that and why do you suddenly expect me to be able to use this God-awful, headache-inducing, mind-F***? I can barely get Excel spreadsheet to run! Go draw some decaying archway in the middle of what feels like the next ice-age? Do I look like I can handle fresh air?

 
What the hell is that...?


So overall I wasn’t particularly enjoying myself. My roommates made chavs look like Christian missionaries and I felt somewhat lost and out of place in Leicester. To make matters worse my illness was getting worse and put a permanent dampener on my mood. Despite all this, I stuck with it, I wanted to see if things would get better. One year later and I only realise now that it has and that I realised I can do this!

 
Whoo! It looks like a van!.. except I still hadn't figured out how to render properly by this point.

7 months gone and one septoplasty later I am back for year 2 with a better attitude and work that was more familiar to me. Almost enjoyable! However, I haven’t addressed why I never attempted to take my blog further, and that’s because I associated it with work - which it is fundamentally, but I associated all university-related work with STRESS. This is the first thing I plan to change this year.

1- You know how everything works now, you’re getting used to the workload. Stop associating this work with stress!

I love art. I love drawing, painting, sculpting, the lot! Why was this course stopping me from enjoying my work? I believe it was because I told myself I couldn’t do this, and that affected my work. This year I plan to work on my weaknesses (3D modelling) and improve on my strengths (traditional artwork). I also plan to make time to do things I enjoy doing that are productive, such as practicing my portrait drawing and watercolour paintings. (I guess I should also put some time aside to learn how to use that damn digital tablet as well while I’m at it…)

 
Getting praise for this piece I did on the Guild Hall gave me some much needed confidence.
 

2- Stop allowing yourself to get distracted so easily.

I wouldn’t describe myself as a lazy person, I might have done prior to understanding what being lazy actually was, but now I realise I have a somewhat low attention span. If I was lazy, I would either lay around in bed all day or sit in a corner and do nothing. I rarely do these things. If I allow myself to be pulled away from my work I might be reading, listening to some music that I love whilst doodling or trying to bake macaroons (which never, EVER come off the F***ing baking sheet). What I need to learn to do is focus that energy on my work. When I get into my game art work I do enjoy it; I think I just convince myself beforehand it wont be any fun.

3- Stop neglecting your blog!

Compared to some other people’s blogs mine looks a little bare-bones. This I plan to change. I treated this blog almost like a series of essays; formal, concise and lacking any form of personality. I enjoy writing - it’s something I’m good at. This year I will look at my blog in a different way - as a diary where I can record my progress, post work I’m particularly proud of, talk about artists I admire, and share my feelings and perceptions about the course, the industry and video games in general….oh, and those few mandatory tasks Mike sets us every week of course.

Overall, I feel more confident this year. And in turn, this makes me want to succeed. I realise now I have a great opportunity which I have no intention of wasting. This year I plan to be more organised, push my limits further and enjoy what I’m doing. All I’m missing now is a bottle of cheap smack and my drunken family around me yelling “HAPPY NEW YEAR!” in unison.

Despite being in a sea of promising young game artists I'd like to think theres still something that makes me "Me".