Also the importance of keeping to the feel of the other Bioshock games was an important aspect of design, and keeping these things in mind was crucial to creating this the third game in the series. One of the most striking things about these designs is the reference to period, religious and mechanical clothing and armour, it is clear that the artists working on these designs spent a substantial amount of time researching and studying period dress and artefacts and merging these with other themes that arise in the narrative of the game. The character concepts are still – to some extent – plausible, their anatomy is strange but still plausible for movement and based on human anatomy and period clothing, but the designs are much more abstract and focus a lot more attention on their aesthetic and psychological effect on the viewer, the designs are scary, to some extent disturbing, and this fits well into the themes of the game. ![]() The focus of the art in bioshock infinite is more fitting to the themes of science fiction, where in the last art book I studied (The Art of Avatar) there is a great emphasis on creating realistic evolutions of alien characters that are a product of their own planet’s natural changes, in The Art of Bioshock Infinite there are far more designs based on external and artificial changes, such as the mutilated faces and bodies of characters that have been deformed by travel through quantum rifts. SE main street, Milwaukie: Dark Horse Books.Īnother art book I read for part of my research into character design was The Art of Bioshock Infinite. ![]() ![]() Simon, P R., 2013. The art of Bioshock Infinite.
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