'Exploring Stylized Art: A Case Study of World of Warcraft'

Page 1

Exploring Stylized Art: A Case Study of World of Warcraft

Exploring Stylized Art: A Case Study of World of Warcraft Amy-Louise Gowland, BA Computer Games Art, P4039865. Contemporary Studies in Games, GAV3009-N.

ABSTRACT

2. THE FIVE STYLISTIC PRINCIPLES

Exploring the art style of World of Warcraft to broaden understanding of the principles and processes considered, when creating stylistic games art. Research has been conducted via the analysis of resources created by industry experts, and through the recreation of an existing in-game prop. This research defines the style into five principles which inform a texturing method, and provide insight into potential issues encountered. This is of importance for the Games Practical Project, where an environment scene will be created in the World of Warcraft style.

World of Warcraft’s stylistic art style can be defined by five key principles: context, texture, colour, animation, and shape language.

KEYWORDS: Games, Games Art, Texturing, World of Warcraft, 3D, Rendering, Props, Assets, Process, Fundamentals.

1. INTRODUCTION Blizzard’s catalogue of games spans several genres, each with a unique flair and polish, that fans have associated with the company. Blizzard believes that to make a lasting game, you need to create an ageless art style. The company pushes the visuals as much as it possibly can to tell the stories and support the gameplay. (Blizzard Art Philosophy, 2015). This study aims to deconstruct the essence of the World of Warcraft art style by identifying the core principles and processes considered, when working with the style. A variety of material has been explored to determine the creative-process behind this stylism. With this in consideration an in-game prop was recreated to solidify an understanding of the findings. My motive for this project is to inform my own process for the Games Practical Project, where a stylistic environment based on the World of Warcraft universe, will be created. The paper is organised as follows: Section 2 explores related work and identifies principles of the style. Section 3 discusses a texturing process. This is sampled in Section 4, where the full process is documented. The paper concludes in Section 5.

2.1. CONTEXT World of Warcraft is set in the fictional world of Azeroth, containing a wide variety of continents; each with their own cultures and unique landscapes. ‘Before we can create any art, we have to ask two questions. Who? And where?’ (Chang et al, 2017). Context helps to define the characters who inhabit the spaces, and allows the designs that occupy the world to feel as if they are grounded in reality. This creates a feeling of believability. An ending zone in the raid Siege of Orgrimmar (Figure 1.) shows an effective use of context. Vergne (2013) details in her interview that the team ‘tried to represent the orc culture. It’s a very aggressive culture that uses primarily metal and wood to create their buildings’. This was achieved through the addition of chains, spikes, horns and lava (Figure 2.), to help communicate the aggressiveness of the characters who inhabit the space.

Figure 1. Siege of Orgrimmar, (Vergne, F. 2013)

Amy-Louise Gowland | 1


Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.