This is a screen shot from the game
'Journey' for Xbox 360 and Playstation 3. Its an experimental indie
game in which the art style was intended to look like moving concept
art. The result is something very refreshing. You play as a red
hooded figure simply exploring a desert. On the way you come across
glowing, ancient, blue ruins, carpets that drift through the sky, and
eventually you gain the ability to fly. Each new area has a colour
palette that sits very well with me. From this in game screen shot,
it is evident that the game demonstrates a cpnfident art style and a
very emersive atmosphere. This is thanks to the colour palette in
which the red characters are complimented via the less saturated
green sky. There are also some broken less saturated shades evident
in the sandy hills, and particularly in the scarf squid floating in
the air. The use of the deep saturated red for the characters, really
makes a dynamic change from the less saturated background and creates
a striking contrast. Also The horizon fades almost completely to
white, and this creates a brilliant sense of infinity; this desert
never ends.
Summer Wars is a 2009 animé movie
exploring how a digital life can come to affect everybody's reality.
The movie focuses on swapping between a digital world called 'Oz',
and the real world the characters occupy. To ensure the audience will
always be able to define the two instances, a more garish and
computer generated set of colours is used when viewing 'Oz'. Straight
off you can see the hues are very unnatural, with screen being
arranged in a rainbow fashion around the central pillar. The colours
are very saturated and lend to the digitized feel. I am quite a fan
of the 'colour or nothing' approach to the design of this digital
world. There are very few subtle colours here. Colour seems to exist
in a pure form, or not at all. The monitors, interfaces, and eyes of
the figure all glow with a candy-coloured light, which makes a very
unnatural contrast with the completely white background, enforcing in
the viewers mind that this is not reality, and so the distinction
between the game world and reality is made.
I was impressed here not only by the
tasteful colour palette and general composition, but also how colour
(or the lack of) has been used to actually give an indication of
where the characters are. Present is this usual blorange combo, with
the Karl, Russel, and their companions coming out of a cold blue
forest into a warm orange sunset, however it's the less saturated
cliff face that puts things into perspective. The fact that the
colours are desaturated near the bottom of the cliff give a great
indication that the characters are up somewhere very high, to the
extent that they are above the mornign fog, or perhaps the clouds
themselves. This scene is thick with atmosphere, and I would hope to
go about my own work with such colour confidence.
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