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Methods of Increasing Artistic and Aesthetic Value and Consumer Appeal of Gameplay Taking Place in Digital Environment

Journal: Scientific and Analytical Journal "Burganov House. Space of culture" (Vol.38, No. 1)

Publication Date:

Authors : ;

Page : 205-223

Keywords : game design; expression of space; computer-generated imagery; visual styles; transmedia worlds; atmospheric perspective; three-act story structure;

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Abstract

The present article is devoted to the attempt to work out interconnections between game design as a genre of project activity and various art forms: plastic ones such as fine arts and graphics; dynamic ones, among which literature exercises the greatest influence over game design when it comes to story development of a game project; and spatiotemporal arts, predominantly, cinematic art. Based on the analysis of works of visual art, in particular, works by the Old Masters, as well as the visuals of modern game projects, an attempt to single out similarities in the usage of techniques, systematize them and trace evolutionary changes, which occurred in the process of the adaptation of the artistic and expressive means to the fundamentals of digital environment, has been made. Moreover, the significance of symbolism as a means to increase the level of visual expression of digital games through the evocation of both positive and considered negative emotions such as fear, which are able to heighten the gameplay appeal, is analyzed. Besides, while taking into consideration various aspects of computer imagery generation, the classification of visual styles within the framework of game design is listed, whereas peculiarities of animation within the framework of digital game development are introduced. The article is aimed at analyzing the unique ability of some projects to create so-called transmedia worlds, that are basically the transition of certain aspects of such works to other forms of their existence, represented by various media-platforms.

Last modified: 2017-08-16 20:43:08