What are aesthetics
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History of the American Sublime
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History of game concept art
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Game examples
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Conclusion
aes|thet¦ics
[iːsˈθɛtɪks, ɛs-]
NOUN
a set of principles concerned with the nature and appreciation of beauty.
- the branch of philosophy which deals with questions of beauty and artistic taste.
Aesthetics can be one of the most, if not the most important part of any game. An aesthetically pleasing game can sometimes make it great.
"Through remarkable beauty and terrible danger, this short downloadable experience marks one of gaming's most beautiful, most touching achievements."
Journey is, undoubtedly, one of the most visually stunning games on the market today. This game was a success because of it's sleek and clean art style as well as some of the details it paid attention to. When you play it, it's as though every screen shot you could take would be perfectly composed.
What I intend to do is go through what the basics of aesthetics are, then go into the history of the American sublime as portrayed by the old masters. The American sublime also dips into that idea of the unknown and why it mystifies people. What is it that we find so fascinating about these enormous landscapes., e.g. untouched, natural beauty, exploration etc. Then start looking into how that has affected video games. Then, bring that into game examples; games like Skyrim that take on the vast, rolling hills or the dramatic skyline composed of treacherous mountains and immense forests. Or the quiet serenity of an expansive lake that remains untouched. Another example is the game 'Journey', whose main selling point is the stunning visuals and expansive landscape.
I'll wrap it up with a conclusion based around...?
In all cases your report will:
1. Identify a problem or question as the subject of your investigation.
How has the American Sublime Painting movement that occurred during the 1880's had an impact on modern day, contemporary concept art. Exploring the aspects of the movement and finding parallels between the work of masters such as Frederic Edwin Church and modern day masters; Feng Zhu. Beginning with an analysis of what aesthetics are and the psychology behind them as well as how they influence artistic work. Looking at what the American Sublime is and the meaning of something being sublime as well as what the paintings from this movement have done for future generations. The beginnings of concept art and its relevance in different media today. I’ll finish with current examples of concept landscapes and compare them with landscapes from the 1800’s and look at the basic fundamentals. The conclusion that I reached in answer to my question was that the American Sublime has definitely influenced current concept art and the reason for that is that artistic fundamentals have stayed the same for the past 200 years and that its more to do with psychology than anything artistic.
2. Articulate the relationship between your creative practice and chosen topic of research.
For my studio work, I will be studying the book Magician by Raymond E. Feist. This is a typical fantasy/adventure novel based around a young boy and a magician, as well as two colliding civilisations who find themselves at war. Within creating visuals for this book there will be plenty of opportunities to promote this idea of 'the sublime'. Large realistic landscapes with fantasy twists.
3. Utilise appropriate research methods (visual analysis, interviews, case studies, etc) to enable you to address the issue or issues identified.
I'll be researching into how traditional aesthetics have influenced current games and which of the traits in aesthetics have carried over into various games and how. There will be researched based around finding out how the American sublime came to be.
I'll email people to find out in a first hand way with answers that may not already be out there.
4. Provide evidence of analysis, reflection, evaluation and conclusions.
Analysing the use of old aesthetics in new material, reflection on why these have been put into practice and whether they're still relevant. Evaluating whether they provide meaning for games and why people might connect with them. Concluding whether or not old aesthetics have had a definitive impact on modern video games.
5. Be appropriately structured with an introduction, chapters or sections and a conclusion.
6. Be thoroughly referenced; use images and quotations to reinforce points and support arguments; and include a full bibliography of sources.
http://www.tate.org.uk/whats-on/tate-britain/exhibition/american-sublime/american-sublime-room-guide/american-sublime-room
http://www.thenation.com/article/american-sublime/
https://upload.wikimedia.org/wikipedia/commons/7/78/Church_Heart_of_the_Andes.jpg
https://www.gameinformer.com/games/far_cry_3/b/ps3/default.aspx
http://jonasdero.deviantart.com/art/Land-Of-Skyrim-329803112
http://artrenewal.org/pages/artwork.php?artworkid=882&size=large
http://www.videogamesartwork.com/games/batman-arkham-city/gotham-panorama
http://www.richardschmid.com/Articles.asp?ID=254
http://www.graphicine.com/the-metropolis-of-tomorrow-hugh-ferriss/
http://sergiosandoval.deviantart.com/art/Hellboy-2-Original-concept-art-344205514
http://www.art-spire.com/en/illustration/stunning-illustrations-by-kim-hyeong-seung/
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