The first game I chose to play was 'Mirrors Edge' as I strongly believe it is one of the most visually impressive games of all time. The lighting techniques throughout the game are breathtaking and incredibly realistic. The theme of the game itself and the art style are represented through the visuals in a strong way, so the attention to lighting is has to be superior in order to convey that atmosphere. The visual style is to represent the futuristic nature of the story and the environment in which it is set. The world in which you play is a modern, money invested and technological one, filled with unique structures and designs as well as unique colour palettes. To represent the clean, modern theme of the environment, colour is used to highlight areas of interest in specific places. Those areas of colour are combined with multiple lighting methods and techniques to bring out atmosphere to the scene.
I decided to take screen shots of the 'Subway' specified chapter 'Ropeburn' to analyse the way in which the structure is built, illuminated and presented. The innovative factor about Mirrors Edge is how mission routes and objectives are highlighted with colour in the environment, aiding the playing to navigate without any irritable text or linear explanations. Players are often directed in moments of distress with areas or objects that are coloured 'Red' and naturally in the game play you look for those colour coded items, in order to help you progress. Another brilliant use of colour is to set emotions in certain environments or locations. The modern city is primarily a very clean 'White' tone with minimalistic vibrancy of colours to set moods within areas of interest.
What I first noticed about the Subway station in Mirrors Edge, is that the colour blue is used on multiple surfaces and objects. Whether the walls, ceilings, lights, advertisement boards or even chairs, blue is presented in some form. I believe this is because we naturally associate a subway station to be a chaotic and a mentally intense place. It has a lot of people, a lot of sound and especially a lot of frantic movements. The way this environment is carefully considered, is that it uses naturally 'calming' colours to potentially soothe any stressful trauma. Blue is known to be the colour of tranquillity and calm, so it is actually a very wise and innovative way, to implement colour into this sort of scene. This also highlights the consideration of environmental and architectural design within the video game. The designers have represented not only the visual style of the game, but have also looked further into colour and light application, especially when associated with the mood and the environment. Some other locations in the Subway station have small, minor applications of different colours such as orange or red. These are used to highlight areas of interest for the player, whether routes or objects of interest. The way in which this are implemented into the environment is very considered and clever, as it aids the player without changing the visual representation of the scene. Everything fits together so well.
Here are the images I took of my exploration in the 'Ropeburn' chapter. I apologise for poor image quality as I had to physically take these photographs from the television. I could not locate the images I wanted via the Internet, so I decided to take my own with my iPad. This gave me a little more freedom when conducting my research, as I could focus on particular areas that interested me.
I really like this image as it uses both colour and light to set the mood of the environment. The cool, calming tones of blue are represented in multiple locations within the scene. The use of lighting here adds depth to the scene and draws the attention of the player to new areas. An example of this is the highlighted opening in image above, clearly showing the entrance to the Subway station and further into the image we can see how other uses of spotlight trail a direction. The light situated on the ceiling is used to not only highlight the text on the wall but also bring out the texture of the tiling. This is a good way to convey the different textures used within this game environment. It is strategically used to add depth to the scene and also generate a far more realistic atmosphere. Also another nice touch is the application of 'Natural' light from the windows to the back wall. There are many artificial lights represented in this scene, so it's nice to be able to visualise the outside from the inside, especially being able to see how sunlight differs from artificial light, generating new lighting effects. The daylight from this window has a slight yellow hue, which adds a bit of warmth to the scene which contains so much blue. These two variants of light and colour compliment each other to create an environment that is both stress free and warming.
Here is a focal wall of blue light, which is cleverly used to accentuate other areas of blue within the scene. Applying blue light to a surface which is already blue, highlights the richness and quality of that colour. It also produces different gradients and tones of blue which add more depth to parts of the scene. One use of the colour blue could make the environment appear very flat, so in using a mixture of colour it can illuminate that possibility.
This image demonstrates new applications of colour to the environment. As you can see there is a strip of red over in front of the ticket terminals. This has been cleverly used to highlight the objects for the player and potentially conveying a point of interaction. In the distance we can also see small areas of orange, which are used to visually show the player their route. In a way the combination of red and orange here seem to point the player into the right direction without the consciously acknowledging it. Another considered design element within the environment, by using areas of more intense colour and light to guide the player.
Here is another image showing the use of the two colours and lighting techniques to direct the player within the environment.
Here is another example of how the representation of blue is used to set the atmosphere of the Subway station. It is used multiple times within this scene, you can see the screens of the ticket booths have a slight blue projection, as well as the ceiling and wall spot lights. Even animated advertisements on the walls produce a mixture of blue lights. In the background of the image we see a small patch of 'White' light which is clearly used to highlight the white billboard on the wall reading 'Ticket Sales'. The other examples of 'Ticket Sale' signs seem to be made out of a blue plexiglass and illuminated with blue writing. This billboard example is less high tech and is only represented in plain black and white tones, so the use of blue on that particular area could potentially distort the text. Using white light will only accentuate the text, making it easier to read and visibly more noticeable.
Here is another example highlight an alternative view of this scene, showing more use of 'White' lights for areas of interest.
I personally adore this image. I think it perfectly considers every element of environmental and architectural design within the visual style of the game. The application of lighting methods compliment not only the colours displayed, but also the textures and structural features of the scene. The image above shows how lights and lighting methods add depth to the environment whilst also compliment the curvature of the structural design. You can see the spotlights on the ceiling in a semi circle, which are used to accentuate the shape of the scene as well as direct the player into new locations. The vast open space is also brought to life with the large wall of blue light. It reaches across the entirety of the space, producing gradients as it reflects off the textured surfaces, therefore adding depth to the scene. The main spotlights on the ceiling are used to highlight the seating area of the space, which is also a focal point within the architectural design. The subtle inclusion of floor lights towards the background of the image are used to highlight the different advertisements on the wall, using a white light to distract the player from the blue. Also the extreme colour of orange in the distance is clearly used to highlight an area of interest for the player. It also adds to the diversity of colour application within the games visual style.
This image was taking within the tunnel space of the subway station. Even though the architectural style is no longer evident, colour and light are still both used to convey not only the visual style of the game, but points of interest for the player, without spoon feeding them linear information. The use of light in this scene is used to draw the player further into the map. The use of orange and cylindrical shape of the tunnel adds depth to the scene, inviting the player to explore in that direction. It is a clever technique which is used throughout the entirety of the game.
Here is a good opposite of the previous image. As you can see the tunnel to the right of the player is shrouded in almost complete darkness with heavy use of black. This subconsciously indicates to the player that the above location isn't accessible, dangerous or forbidden. However the spot light beams on the pillars separating the two tracks, direct you to the illuminated tunnel, further encouraging the player forth with the power of light.
Mirrors Edge is exactly what I imagine the future of video game design to be like. It thinks outside of the box and uses every aspect of design in innovative new ways. The attention to environmental design is impeccable, especially with the unique application of light and colour. Atmosphere and mood is generated and express without force feeding it to the player, it's a subconscious matter that powerfully inspires the player. Evidence of it's success is simply down to the attention to detail, the fact that the Subway station was so well constructed, that it could have easily been applied to reality. Making realistic decisions within the design, actively make the game more realistic, which is exactly how the video game industry is evolving. Producing environments, structures and scenes as you would in real life, taking into account every important aspect.
Bibliography:
Mirrors Edge, DICE, FrostBite, Microsofts Xbox 360.
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