Bilgisayar Oyunları Konsept Sanatında Kurgu ve Grafik Tasarım; Bir Konsept Sanatı Kitabı Uygulaması
xmlui.mirage2.itemSummaryView.MetaDataShow full item record
It can be said that it emerged with the development and evolution of technology, but computer games have a great place in today's entertainment world, where they continue to develop. It is possible to come across examples where computer games are sometimes used for entertainment, teaching and educational purposes. No matter how different a computer game is in terms of purpose and function, it needs visualization in order to interact with the user/player. In the context of meeting this need, it can be said that the fields which are directly or indirectly related to graphic design are being applied to create the visual face of computer games. It can be stated that concept art, which can serve as a guide in the visualization of the game by preparing the visual foundations, has an important place among these fields. Concept art, which takes a leading role in the visualization of elements such as characters, places, objects, interfaces, and keyframes, can be an important guide for experts who will bring these elements to life, with its ability to create source images. This research aims to investigate how the fiction and design effects the production process with seeking originality and effectiveness within the scope of concept art in detail, developing proposals for an effective concept art work around an original fiction with the data collected, and, creating a concept art book based on these developments (With explanations of the functions) for being a local guide to artists who are interested in concept art (Especially for the artists in Turkey). In the first part of the thesis, which consists of four parts; explanations about concept, concept art and concept design are included, and understanding of the subject to be researched, and how concept art & design are commonly used in computer games are examined. After the examinations, the effect of conept art on the production process has been mentioned, although it can be used in quite different fields. In the last part of the chapter, commonly creation methods of the concept art works are researched and presented, which are mentioned and examined. In the second part, the areas of concept art & design that are directly related to computer games have been determined and investigated. In particular, an information infrastructure has been established for the implementation work that is aimed to be carried out. In the third part, how a computer game can reach a catchy, distinctive and impressive visual experience by the audience/player within the scope of originality of concept art is examined, in the light of the data obtained in the previous chapters. Then, the books of world-renowned productions were examined in order to set an example for the concept art book planned to be created at the end of the study. In the fourth chapter, a fantastic story setup was created by the author of the thesis, with the aim of being original inspired by mythological elements - mainly Turkish-Altaic mythology - , in line with the data obtained from the previous chapters and the examinations made. It has been brought together in an effective concept art book that is aimed to be produced by creating original concept art works around this fiction.
Showing items related by title, author, creator and subject.
Altak, Andaç (Güzel Sanatlar Enstitüsü, 2021)Producing art with algorithms is a controlled environment that is tightly connected with mathematics compared to traditional art. It expresses the transformation of ideas into forms and colors via electronic algorithms. ...
Bilgisayar Oyunu Konsept Tasarımı Alanında Özgünlüğün Tartışılması ve Alternatif Konsept Tasarım Uygulaması Kocaman, Bilalcan (Güzel Sanatlar Enstitüsü, 2021-07-28)Computer games were first developed by engineers and software developers for more expe-rimental purposes during the development phase of of computer Technologies, and the fact that computer games were seen as entertainment ...
Işık, Can İnan (Güzel Sanatlar Enstitüsü, 2019-08-23)Computer games, could be determined as the side outcome of the technologic advancements in the 1940’s. At first what started as a hobby among computer engineers has evolved drastically until present day. The present revenue ...