For many years we have strived for realism in our computer generated art work. Just look at the progression of one of video game’s most enduring characters, Lara Croft, who has seen consistent titles released since 1996 in the days of visible polygons and hard edges on supposedly curved surfaces, through the rubber-doll days of Chronicles and Underworld, and into the modern reboot that can border on photo-realism in stills.
And yet, it seems like the closer we get to emulating reality, the more we seem to want to step away from it. Increasingly we see more stylisation in our artwork, cartoonish features, abstract colour palettes, or a simple distortion of reality to create a theme. I want to look into some of these artistic choices… Continue reading “Departing Realism – Art in Video Games”