One of the ways the graphic novel
Asterios Polyp uses illustration to demonstrate storytelling is in its use of
variation. A lot of subjects in the graphic novel seem so different from each
other to the point that the fact they are all in the same story is surprising.
Not only in the behavior of the characters, but the design and style of drawing
with some of the objects as well as characters have so much contrast that it
paints the story in a more realistic outlook that provides several angles. It
shows that many of these characters view life in such a different perspective
from each other that it almost seems they are from different dimensions, and
yet they all learn to live with each other and try to share their point of views
amongst themselves and with the reader. Another method Asterios Polyp uses
illustration to demonstrate storytelling is its use of color to emphasize the
focal point or focus of the image. Often times each scene is colored in a way
that one subject will stand out far more than the environment or its fellow
subjects, and in each of these cases, that subject is the centerpiece of that
image. Although it would be easy enough for the reader to tell for themselves
what the focus of each image is, by having the visual cues, it makes the images
pop out more.
In game art, story telling is
extremely vital. Designing a good narrative for a likeable character in a
believable world is exemplary of good storytelling in a visual sense, which is
the whole purpose of a game. In a game, the player can even be in control of
the direction that the story goes in, with the extent of the influence the
players’ decisions have over the progression of the story depending on whether
the game has a linear or non-linear story. Without a good story, even the most
beautiful games with the best gameplay and mechanics can be unsatisfying.
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