Art Theory In Game Design

Fez

The game is a unique 2D platformer. The environment is colourful, the characters are white bobbleheads with different head-wear. I like the way the colour pallet is used throughout the game to liven it up. The game uses a interesting mechanic where the player is able to switch(rotate) between four  2D planes to create a 3D impression. The existence of the switch mechanic indirectly directs the player to constantly switch between the planes and search for progress within the game. The four plane mechanic does make this game stand out from the rest and most of the players if not all like the game because of it.

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Limbo

The game is a classic 2D platformer that uses parallax techniques to create a sense of depth, the environment is black, white and gray, the character is a silhouette of a young boy with white dots to represent his eyes and help the player distinguish him from the black and gray environment. The light is used to direct the player towards objectives, unexpected enemies, and the end. The game is from my perspective generic and bland, the horror aspect didn’t do anything to make me like the game however i don’t hate it either, I just don’t understand the appeal of the game.

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Fe

Fe is a 3D action-adventure game in which the player controls Fe, a fox-like creature within a forest that is highly responsive to the songs of the creatures and plants within it. The art stile is thorny and with jagged edges. It looks simplistic but the textures used for the game make it look different and appealing. The way the fox player is distinguished while in the shadows or bushes is by the small sharp coloured spikes on the model.

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