I
started my moodboard assignment with one of my favorite games, The Elder
Scrolls V: Skyrim. As seen in the image the colors are more vivid, less realistic,
but more artistic or magical. The intensity in the brightness and saturation
causes an awesome effect of a magical fog taking over the character's body.
This mystical air, or we can call it the character's aura is being shown
through stronger colors, the usage of less realistic colors, and more magical
(higher saturation and brightness).
While
looking into my logo, I realized that I used colors that are less saturated,
showing a more realistic view, and that those colors were close to each other
in terms of Hue. Colors ranged from 50 - 65 Hue, which caused in a more unified
logo, but in a less realistic Eagle Eye. I could've used more colors to try and
show the realistic touch in the logo but for the lack of experience in
Photoshop, I preferred doing a logo that is more precise and simple which is
what the main character is.
In
characters, I chose one of the images, so that I could focus in one single
race/class. I chose the animalistic character so that I could see which colors
they used to do this realistic view of the character. In this image the
saturation and brightness are all over the place showing that realism is
brought through not only vivid colors which show the lights, but through colors
that help identify the shades and cause us to see 3D objects. This character is
built with so many colors that what actually defines the great job, or the
grand creation are both the colors of light that is reflecting on him and the
colors of the shade that are dropping off him.
In
the environment we can see that the colors used are all with a low saturation,
showing that the blurry view is being affected by the climate in the game. We
can see that the clouds are taking over the scene as if they were bringing a
foggy view of the city. This less saturated view shows a less vivid but still
realistic view of the game. The point is that the view is not using vivid
colors so that you will focus on the entire view and the affect the climate
causes on it, if it had vivid colors some of the objects would gain more
attention than others and the point is to see the whole scene, not its specific
details.
In
the game play we can see that the colors used are both greatly saturated and
low saturated, meaning the view is meant to be seen in its details and with
perfection. For instance, the light reflecting on the water is shown through a
bright blue, while the light reflecting on the characters wrist protector is a
lighter red. The amazing values we can observe through our palettes are really
cool, since we can see that most of the images are using colors that range from
dark to bright showing that the artist will focus on 3D shapes, through the
dark shades. Also to create a more realistic view you need to use a variety of
tones of the same colors, changing their brightness, and saturation.