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Tuesday, March 25, 2014

300, Rio, Castlevania, Titanfall and Thief


Those of us fortunate enough to see the transition in movies and video games to visual spectacles created courtesy of computer animation and special effects, it is a time of wonder.
 
Long gone are the days when video games consisted of 8-bit characters with slow refresh rates and movies that depended on actual sets and physical effects.

Today's video games, animated movies and blockbuster films are parts of a renaissance in visual entertainment.

Not only have visuals progressed but sound effects, music and editing have evolved to the point that our sight and hearing can barely keep up.  

Imagine what is in store in the next decade(s)!  All of our senses will be assailed and the fine line between fantasy and reality will almost disappear. 

Titan Books has just released five new books that spotlight movies and video games steeped in digital imagery.

All of the books feature conceptual art, digital renderings, 3D marquettes, character designs, background and environment development and much more.

First up is 300 Rise Of An Empire The Art Of The Film, directed by Zach Snyder.  Peter Aperlo assembles an impressive collection of stills and scenes from the upcoming movie that continues the 300 film based on the Frank Miller mini-series from Dark Horse.

The spot varnished front cover of the oversize hardbound book offers a tantalizing hint as to what readers can expect inside...and they won't be disappointed.

Full page and double-page spreads showcase the spectacular vistas seen throughout the film.  Up close and personal photo montages and portraits examine each and every character and the actors and actresses that portray them.

Behind the scenes photos of the actors' physical preparations, set pieces and battle scenes give readers a real sense as to the massive undertaking that is required to make such a blockbuster film.

Every costume, set piece, weapon, set dressing and setting were meticulously researched and recreated. No detail was left to chance and it shows in each composite photo.

The Art Of Blue Sky Studios Rio Featuring A Carnival Of Art From Rio And Rio 2, written by Tara Bennett, examines a visual effects movie of a different sort.

The computer animated Rio films have pushed the boundaries of computer animation with their spectacular settings, ground-breaking pace and effects and their memorable characters.  What looks smooth and polished on the screen took month-years-to accomplish.

Every facet of each films from character designs, color selection, environments and each and every object seen in each film to the simplest items like posters books and appliances were created for scratch by Blue Sky artists, programmers and designers.

As a cartoonist myself I found myself particularly drawn to the various character designs that included series of sketches, marquettes, computer vector wiring and specific color selection.
While both films are easy, breezy fun, the effort put into making both was anything but easy or uncomplicated.  Whoever said, "Art is easy." was sadly mistaken. It takes an incredible amount of talent, patience and technical know how to pull off such films.  Kudos to Blue Sky!

Video games.   Gone are the days of simple vector 8-bit  flat character animations and scrolling flat backgrounds.  Today's video games are complex, imaginative and visual masterpieces of art, design and computer programming.

Titan Books offers readers a choice of three books about popular games (why choose one, get all three).

The Art Of Castlevania Lords Of Shadow is a complete re-imaging of a classic video game by MercuryStream.

Incredibly complex character and environment concept and final art fill each page.   Beautifully rendered color studies, costume designs, weapons, accessories, pivotal scenes and environments and lighting and visual effects are showcased in vibrant color.

Full page (complete with small inserts) photos allow readers to soak up the details and appreciate the craftsmanship and artistic talent to pull off such imaginative art.  

The hardbound book comes complete with a dust jacket.  High gloss interior pages and high resolution photos provide clean crisp images..

Set in a city of an undetermined time era (possibly the Middle Ages, the Victorian Era-it has the look of both and neither, The Art Of Thief delves into the world of Garrett, the master thief as he plies the dark allies and hidden corners of The City in search of ill-gotten gain. Best beware, should Garrett enter the halls of the Baron's abode the danger quotient gets knocked up a notch!

Clever traps and puzzles impede Garrett as he seeks to steal items of worth.  Hidden enemies and dangers lurk in every nook and granny and enemies of Garrett wander the streets looking for any opportunity to stop The Thief.

The book, inspired by Eidos' popular video game, is lavishly illustrated with characters, weapons, environments and accessories designs rendered in full color.  

Documents, room furnishings, city streets, back alleys, dark and dangerous rooms and corners are rendered and designed in the finest of detail.

Game mechanics and sequences are also showcased as key scenes, traps, tricks and puzzles.

It takes considerable talent to transform a dark and dank era of the past into a vibrant, intriguing and mysterious city filled with danger and surprises.

The Art Of Titanfall showcases the world of the future with its spectacular high-tech imagery, futuristic weapons, vehicles, mobile armor, cities and mechanisms.

Ripe with huge industrial complexes, planet-spanning cities, bizarre alien creatures and intriguing characters the Titanfall video game from Respawn Entertainment has up the ante for all future science fiction based video games.

I am especially impressed by the mech armor, weapons and spacecraft.  The city visas are breath-taking and the complexity of the design make each component of the game look as if they are real and functional.

The book lays out the game, provides developer commentaries and breaks down each component of the game as to make them understandable to non-video game players and designers.

I highly recommend each of the five books reviewed.  If you or anyone you know has aspirations to be a digital artist these books make excellent resources (and inpsirations0 to any up-and-coming designers or artists.