Topic: Art Styles or Art Gimmicks Guest: Shane Corn, animator/artist of Neopets, Cartoon Network, and a founder of DrawingBoard.org
Like your valentine's day date, we might be a little late, but we are bearing lots of flowers and chocolates. I know, we broke our promise to be on time, but baby I still love you.
This show we get back in touch with our animation roots with Shane Corn and talk about art styles in games, but only after we talk about digital wangs, Lara Croft, and good old fashion side-scrollers. So, you know the types of things we would have been talking about in our adolescence... which, in all honesty, is about how we treated the subjects still to this day.
Show notes:
I tried finding the GTA IV e-peen video, but it seems to be taken down from any reputable internetz sites. So if you really want to see it that badly, you gotta get the DLC and play the game. Just check with your parents first kay?
Paul Robertson's Pirate Babys Cabana Battle Street Fight 2006
Behemoth Game's Dad N Me
Episode 18 - Artsy Fartsy
(right click the above to download)
Sunday, February 22, 2009
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7 comments:
I swear I'm not obsessed. I just had to revisit the Tomb Raider conversation after playing Underworld all the way through and finding it to be a great game! I'll save my gushing over Valkyria Chronicles for next episode.
I just started listening to this episode, but I just wanted to point out you totally forgot to preface what you were talking about with the GTA penis thing. I got bored of GTAIV so I haven't been paying attention to the DLC at all, so you really needed to introduce the topic expecting bare minimum of listening knowledge. Anyway, you guys are usually on top of that sort of thing, but I just wanted to point that out.
oh man, I thought I did mention it right off the bat, but I guess I don't say DLC until a minute or two into my "rant"
Sorry, I shall give myself 30 lashes for the shame I have brought upon us.
Nice podcast guys. Really appreciated the discussion on stylised rendering/art design.
I've been enthusing over the art in Okami for some time now, hoping to write a blog piece on it, but without a real grounding in either art history or video game design, I was a little lost.
I ended up with a huge amount of Japanese 19th century art taken from the British Museum, and some Okami screenshots, and not much really to add!
But your comments on art styles avoiding gimmickry through communicating design-work and theme were very helpful. Maybe I'll write it now!
Thanks for the insight, keep up the good work.
Mike
No problem and glad you're enjoying the podcast, Mike!
Thanks for pointing that out, Kyle. What an embarrassing topic to step into without adequate warning :P
That was a most excellent discussion - I just want to bring up one point you missed. You briefly touched upon the idea when you mentioned Bioshock, but I want to elaborate on it: you can be stylish with realistic graphics. Films like Sweeney Todd and The Matrix have distinct style, but are made with ordinary looking humans.
Agreed Kyle. We didn't miss it so much as leave it out almost entirely, since we were really focusing on extremes of styles such as non-photorealistic rendering, which is a fairly fringe catagory.
If we'd talked about any and every game that did anything with their art direction that wasn't a direct copy of another game ("make it look like Gears of War!") or reality the topic would've simply been unmanageable in the time we had.
It wasn't meant to imply that any game that isn't using NPR rendering and has realistic characters is poorly, lazily or uncreatively art-directed.
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