These brief style breakdowns were made with Padraig Toquillo
Hi-Fi Rush
- Rhythm game fans, younger children ages 12-15 (based on marketing and very light-hearted artstyle), many action shots seem taken out of comic book panels and the characters throughout being very light-hearted trying to create a fun game to play with music for children
- Influences include comic books and recent animated films such as into the spider-verse, using Ben-day dots across their backgrounds to give it a more comic feel. Also using high contrasted comic colours and action lines, Influenced by anime as well throughout the gameplay via poses, some character archetypes often within anime. Based on the song choices it seems to take influence for character design from many cyber-punk style games/shows/comics that are typically used by this genre we can see the effect on the character designs with neon lights and cybernetics incorporated into their designs. (tri gun stampede is an obvious influence for character design) use rocker designs for its characters (dramatic hair, bandanas, scarves, leather jackets ect)
Point that was originall missed Constructed with cell shading that is mostly flat colouring with some small shadows and is 2 tone uses half shading on background and single tones to not distract from the characters who are already limited in colouring and shading the background
are also mostly clean colouring
- High saturated art style, and fast-moving shots and action lines create an energetic and upbeat feeling for the player. As well as trying to empower the character.
- The art style compliments the fast-paced action and songs by being energetic (see soundtrack list) and works well to incorporate multiple genres to fit together. Being light-hearted, it conveys the comedic tone and doesn’t make the silly moments feel out of place
- It knows its audience very well and goes all in on its style which could turn some people away however, it blends action and rhythm game genres together very well creating a fun experience
- Use cell shading, use actions line, Use ben Dot, Keep vibrant colouring, Dynamic posing and also looking at referencing pop culture with them, use fps to emphasis cut scenes, Bold colouring and vfx for attacks.
9 animated movie
1.It is aged 12 however, it uses a lot more mature themes which targets a more older audience
2.The movie’s art style took a lot of inspiration from steampunk aesthetics and the Tim Burton style, as the shots have the characters positioned down in frame to make them feel powerless and small. It also takes the lighting from Tim Burton as throughout the film, the light has a de-saturated colour scheme, with a green tint on the lighting to reflect the grim atmosphere. Cartoony art styles. There’s also some supernatural elements with the green lighting reflecting otherworldly and unnatural aspects in the story
- Horror and a feeling of discomfort. And uses shots to immediate the audience by using saturation and tint on the characters.
- The story follows an uncertain character walking up in a ruined world and trying to learn who he was and what happened. The artstyle aids this by unverving the audience and making the main character feel small by having many props be oversized. The washed-out colour creates a bleak atmosphere
- It can look muddied due to its colouring style unlike products with a similar style such as box trolls, but It does do a good job of creating intimidation as it leaves no room for comedy or light hearted moments.
- Use green lighting while modelling texturing so you know how the model will look in the final product, use washed out colours, pallete of browns and greens, when thinking about character design shape language plays an important role.
- Everything in world is hard surfaces for the most part, steam punk city aesthetic for backgrounds
Legend of Zelda: Breath of the Wild
- 15 but expands to young adult primarily due to franchising and making shots similar to artwork intended to be viewed as atmospheric
- Ocean horn is an obvious heavy influence, but also games like final fantasy, shadow of colossus is another big influence however BOTW maintains a softer style that is kept light hearted and less dark than shadow of the colossus
- Keeps influences from previous Zelda games while creating a softer tone and uses illustrative designs, takes influence from fantasy games such as ocean horn, wonder within the viewer, Uses cell shading that does not have line art in more atmospheric scenes is 3 tone and in harsher lighting its 2 tone.
- It helps the player want to explore, which is one of the main aspects of the game. It also creates a mystical feeling to the world, helps empower the player keeping the world feel like a fantasy, as the character get stronger it becomes a power fantasy
- It has a much higher illustrative quality to its models than games of similar styles, the style can take away from more serious story elements within the game because its very light-hearted and evokes childlike wonder, however this does fit most of the games tone, keeps sadder moments more balanced and light hearted which lets them target a younger audience.
- Hand-painted textures, Use of clean colour palettes, Flat texturing for assets, keep colours within the same saturation for the most part.
- Very clean cell shading that in dark places is 3 tone and in brighter seems 2 tone with no outlines, this variety allows the game to create different tones
I wish I could have dove deeper in these analysis and looked at more technical elements of the creation of art style but on realising this I will do that in the future