Thanks for. The. Very nice. Is a very interesting this was. Really quite. Some interesting. By. Chris not to. Me. And after that. Post and find out that she was trying figure it's a drawing and painting if you want to the words are. Classic techniques. Studios creative director. And so crystal really delighted to have you. OK thank you very much everyone CAN YOU HELP ME PLEASE YES GOOD. Firstly I would also like to thank Mary what Cliff on behalf of the site's Council consulate general so. And for organizing this event and and of course Allison Nicole's as well for working me here at Georgia Tech and there is a slight problem with today's That was the projection sort of using a mac laptop so the screen is slightly stretched if I could just ask you all to tilt your head when you're looking at the screen to get the rights of so use perspective to sort of get the rights stretching. But I'll get going anyway. OK so my presentation is about exploring the visual links between. Classical Arts and video games and why this is important because by better understanding video games and place in the history of arts we automatically increase our creative spoke scope and to the sources of inspiration and that we can take advantage of and we also have the potential to learn significant lessons from the old masters. To help us create more expressive and meaningful experiences in games. And why this is particularly interesting to me is because. I this is particularly interesting to me because I originally started with a computer animation course so my background is in digital arts and I did this at the University of Portsmouth and after graduating from Portsmouth I worked at Sony Computer Entertainment steering character and environments three D. models and texturing for Play Station and Play Station Portable games and then I came to a point where I realized that the job that I really wanted in game development of the concept artist the artist who gets to visualise prevision lays the whole video game experience this job that I wanted of the concert artists was just dominated by artists who had a very much a traditional arts background so artists who had learned to paint and draw and. About much better understanding of classical art so what I did was a. Started working at doing part time courses at the Arctic enemy with a very talented portray painter and I got so into classical art and fine art and learning about the traditional our techniques that I quit my job at Sony realizing also that there was so much to learn in classical arts that I couldn't possibly do it part time so I quit my job went to Poland for two years to study for a bit of drawing and painting Poland is where my family is originally from so it was a good choice for me and then I ended up in Switzerland working for a location based gaining platform as up there actor and doing my fine arts so diverse as a very much a separate discipline So these I had sort of the digital background on the left the fine arts. Which I was doing on the right and I even sort of was tempted to really pursue a career in figurative painting I got so so into into painting OK sure. But that was so I kept these two disciplines very very separate and that was until I was invited to give a talk at the first game culture conference organized by the Swiss Arts Council and they were interested in my background as a fine artist center video game designer because it was just the council only recently started investing money in video games and so in a way they wanted someone to validates games as an art form and my background in fine arts was so it's something that they were interested in and this through a series of events led me to writing my book Drawing basics in video game arts which really sort of was for the first time from that conference to to the finishing of this because I really started to enjoy the the links between. Disciplines between fine arts and games rather than keeping them as two very separate disciplines and the book covers everything from the fundamentals to the human figure in terms of the anatomy elements of design character design environment design so it's a very very broad range of information that you can learn throughout the book but something which ties. Every elements together is emotions or and emotions in the sense of sort of how do we communicate through video games and that's why classical art is a very very interesting source of inspiration because classical artists have been communicating emotions and a very wide range of experiences for viewers for hundreds of years and this what is it that we can learn from the classic old masters sort of the traditional artists that we can apply to video game experiences. So one thing I like to point out from the outset is that the the medium is which we're dealing with really not that difference. To classical painting and drawing because when we look at the surfaces upon which the artworks are presenting it's then. So in an abstract sense in very physical sense they're very static lifeless. So two dimensional surfaces and it's the job of the artist to create this illusion that it's that the surface is a window into a living breathing world so it doesn't matter whether you're a classical artist painting or a video game designer so easing a three D. software package that the challenge is always the same the only difference what we have a very significant advantage being video game designers and that's the computer does a lot of the work for us in terms of creating this illusion of depth and movement sense from space. But what is it that the old masters. Sort of did you know with just under the pencil and paper. And sort of we can actually learn and benefit from. And so the example on the left is. Preparation preparatory sketch made by Luca can be also and so it's a very very good example of the abstraction that classical artists went through to simplify the complexity of reality because reality is so complex that it's you know when you just have a pencil in your hand and you're hoping to draw a figure or a or a landscape you have to find a way to abstract the complexity and so look it can be also does in his sketches that makes it so explicit but if you even if you look at the works of Michelangelo Raphael they all have this they're all thinking about these concepts how can I reduce a figure to boxes cylinders or spheres and then once they have this reduced You know those when the anatomy call information is overlaid the facial features but working at such a simple level it means that look at can be are so could did this sketch from his a matter imagination because he couldn't possibly arranged you know models in this way and as the nitty sort of pose for him in this very very complex set up and of course when when you're just thinking in terms of box shapes and lighting becomes much easier now he personally could decide which direction the lighting was coming from from from the top left you know and then he just decided this very an easy decision to make you know which surfaces let's which one is in shadow. And in video game development we have a very similar process that every three D. software package you know when you first open software up on. As you say fears boxes cylinders very very primitive shapes and it's the job of the artist to pick the shapes cut them and stretch them combined them until they start to take on the likeness of a figure or any other object. Or then of course for the next stage is very much similar and so that's where you had a show features sort of more definition in a color sort of the whole scene and that you're working with takes on a style so the recognizable location but what's interesting for us if we just take all this sort of food focus on emotions how do we create emotions in art with visual arts visually. Then it's surprising that it's not this second stage the detailed stage where emotions are we have the most control over the years emotions are actually the first stage this very very abstract one. And what I'll use as because the book covers a lot of topics I'd like to focus on composition and how do we use composition on this very very abstract level to creates emotional experiences. Not sure if anybody has studied art history than if you have you might be familiar with classical composition and what classical composition is is that the artists. Had a way of control or influencing the way that you would your eye would straddle around an image and so how they how close call artistic this is before they started constructing the painting what they would do would but they would decide on a particular flow and integrates abstract lines of in the image and do everything they could to adjust the position of an arm to adjust the position of a small elements so that your eye would subliminally follow these. Lines around the image and so what the man did in this very quite delicate painting. Is he so used a concept which even when we reduce the image to a very very small fun nail It's for most dominance thing that sort of gives gives you an impression of the feelings of the image so it's something where details on the T.V. are necessary is for the biggest impression that we get from this images is based on these line concepts that the composition is weight based on so what he used was a circular concepts so which was complemented by curved lines and so if you look at sort of the figures are travels down here and up and around you know nothing in this image was randomly placed. The Met Spence a very very long time just like every arts classical artists constructing this image so that your eye with travel subliminally in a very delicate rounded way around this image and this has such a powerful influence on the emotions we feel when we look at this image that if we contrast it with something very much more aggressive in feeling. We get a completely different impression just based on the classical concepts of composition. And so just using the knowledge that you have from the previous image. You know to take a moments to try and analyze for the wind concepts of in this painting. And what you'll find is that Rubens you something which is much more angular compared to the painting and so there are many many lines that sort of cuts across the cement so you have ones which go straight up and another classical concept of keeping your eye trapped of in the in. Self and was also to round to the corners so there are elements which can they keep your eye moving around so that it stays focused on this painting but the dominant one was of these two colliding triangles and so he was so good at creating these compositions from his imagination you know imagine today's artists would probably use photography and put cut together elements in Photoshop what he did was you know he did a lot of this work from his imagination new so good at it that he puts most of the female figures in the bottom left triangle most of the male figures in the top right as if they're a wave crashing into the lower half. But it's mainly this concept of these two triangles which reduce the complexity of the image and make it easier for us to understand because it's very rich in detail but what our eye sees and if we were to shrink this down to a small size is you know we were the biggest impression that's being made on us is by the composition. Because if we. Look at these painting side by sides and if I could ask you to try and imagine swapping the line concepts of one painting for the other you would immediately get a feeling that's the the more delicate painting would become more aggressive and the more aggressive one would become more elegant and delicate and it would be at odds with what the artists wanted to communicate with in their paintings so it's the composition over details which communicates emotions so even if we look at details like the branch in the left painting the swords in the right in a very very abstract way and these are very similar shapes and that's why they they don't really make that big a difference when you sort of compare the compare them to the overall concepts the high concepts that have the composition lines. And this is not something that's is just restricted to classical arts because even with artists like Descartes So he was a member of the impressionist movements which sort of was around just over around one hundred just over one hundred years ago and he and the Impressionists were seen as an artist they were criticized for breaking away from tradition and so they were really not excepted sort of at the height of their time it was only afterwards that they really took on the recognition that they deserved or receive the recognition that they deserved but at the time they were really seen as an artist for various reasons but one is for unfinished style and sort of this it was very difficult people to understand the connection to classical arts which was very refined very polished and they had a very sketchy style but Ed Good day guy was very interesting because he very much all of the artists but had got a car in particular he really valued and the classical arts and it was his master someone that he really looked up to he was very much a classical painter and his master told him to study line that he should study in line constantly and make it as much and understand it as much as he could and said they guarded God did this but what happened was he took an interest in photography because it was at this time that photography the cane and mainstream things of that a lot of people suddenly had access to the photographic camera and the camera of course sees reality in a very very different way so rather than thinking in line concepts which is how Descartes worked up until then he started to take inspiration from this new way of seeing or this. A new understanding of reality and he started to think in shapes and lights and shadows shapes just like the photographic camera registers reality and so what happened was not so much a revolution that if we think about it in hindsight because where we had curved lines and angular lines which were communicating the concepts in the America the ribbons paintings what happened in the Gods work with these Kurth lines turned into circles and the angular lines turned into triangles and so even though we cannot see the faces or to the faces of either of these figures in this during by they car there is still a very very strong tension created by the circular shape of the arena on her left and the triangular shape of her guardian on the right and this is heightens by the whites contrast sort of black and also that the composition is shifted to the left which was so creates an imbalance which creates another layer of tension. If we move into something which is much more grounded in so the modern art movement than the other similar this continued T. continues you know Kandinsky on the surface seems even more removed from classical arts but the interesting thing is that he was also very much interested in in the simplicity of this these reduce concepts so he did away with reparative representational arts altogether and he really focused on what he saw as a phenomena which seem to be fundamentally different on the surface and completely separate from each other derived from one single root and so his his arts really focused on these very very simple shapes so the circle the square and the triangle that he all there was also where. So abouts the composition and how important it was in communicating emotions because he wrote the content of a work of art finds it so expression in the car composition and the sum of the tensions in lately organize for the work so when you take all the elements so a single element has a certain emotional value but it's when you start to combine it with other elements that the viewer is able to make comparisons and actually really understands the value of one element versus another. So this is a very very powerful tool for video game design and you know it's it plays such a dominant role in in the way that classical artists and modern artists as well created emotions or influence emotions so how can we use this in video games and the thing is that we do actually have a problem a concept Szell problem because with classical painting and everyone experiences a painting in much the same way so you go into museum and you stand in front of it and it's it will be more or less the same painting that's the artist created hundreds of years ago but with video games we have interaction where the player can in most cases choose where they look where they move within the environments and so to illustrate this I can use a journey by that game company which is a very very very good game and I recommend playing it's. Where as if we can begin with a mood to color to set the mood we can put in the backgrounds middle ground and foreground so in a way this is no difference to how you would constructs a landscape painting or a drawing the very same steps then we add a goal and obstacles so these are the basic elements that you are. Quiet of every narrative so every film that you've seen every day but that you've read where there's a progression of a character. The characters always aware of where they want to go to what will be the conditions that all sort of mark the end of the story and also what obstacles the character has to overcome to reach that goal and so what we have in this image is everything in a very very compressed format illustrated in one image. But then we adds the player. So the player you know it doesn't matter where they stand so we arrange all the elements just like in a painting in a museum and he said you know this is what you want to with this is what we want you to experience from this point of view but of course the player has a controller in their hands and all they have to do is turn around and you know look at all the other players in the room as sort of where in this virtual environment I think I'm more interested in looking at that direction look at what those players are doing and so this whole concept of classical composition seems to fall apart that we can't readily apply it from classical arts to video games. But what we have to do of course is just think about what are the basic components What are the elements of classical composition that we're actually considering here so with the Americans paintings is curved and angular lines with the DE Ghar painting and can density is just circles and squares and triangles so very very simple shapes so with this in mind it becomes much easier to translate this concept because we just have to find examples of these very basic lines shapes and volumes as well in the video game environments and so what we do is we start to think differently about this cause. Set that rather than thinking of classical composition or the technique as something which we've just six perience in a very static piece of artwork so just like you would in a museum where we have to do is just think what would it be like to take this painting off the wall place it down flat on the ground and think of it more like a treasure map so a map in the sense that we can actually wander around and experience this environments more interactively and what we have there is dynamic composition so just using the very same elements that we explored in previous paintings and we apply these very same elements to video game design and we look actively look for them in the environments. So conceptually and as I said this treasure map idea we have a game like Gears of War So what the artists at a pig gangs have to have done have they they've worked from the logo downwards so they have this iconic skull and cold logo and this represents the D.N.A. of the whole experience so what they would like you to feel. From the top level so when you play this video game. They've then integrated the skull my teeth into many of their maps so you have their eyes the nose and the skull mouth and so you know they've sort of used this D.N.A. and try to meet it in every single level of detail and so conceptually this is much like this map is much like a classical painting on the wall because you know our eyes can wander around and seen are guided by the pathways of in this map and we sort of trace the lines around the image and we also can imagine what it would be like to walk along and these lines. But that's where classical painting falls away so this conceptually and videogame is really sort of shine so that you know. What's really stands out so thin in terms of the audience experience because we can actually move through these environments rather than just look at them and imagine what the experience is like we can actually move around these environments and so in a way which is very much related to the paintings of Rubens and if I'm in when we start to analyze So what line concepts and shape concepts are involved. And so the first thing that we can look at is character movements and so journey is a very very delicate scaling. And very slow in pace and so when the player presses the jump button on the controller. Especially in the earlier levels what happens is that the character muse very very gracefully across the screen. And what's happening is actually that we just like with the classical paintings our eyes trace seen this implied line across the screen. And it's not a physical line and it wasn't in the classical paintings this line is dynamically generated because the character is moving and we're following the curve of this movement and in this case it's also a century to buy the character scarf so this is a very dynamic way of generating the line. And if we take this drawing concept a little further. What we find is especially in the earlier levels that the that this desert landscape is very open and we can treat it. Conceptually think of it as an open canvas because the player is free to move around this environments and draw and their way through it according to the animation that the designers have fixed for this character's movements so there are elements of design or controlled actions but also the player is free to move around this environment in a very prescribe way. And we can contrast journey with something which is much more aggressive in nature. In feel and that's a game called Vanquish and so on vanquish when you do the equivalent of the jump button in Journey what happens is you slide around the environments. In a very very aggressive way so as you're constantly hitting objects because the the environment is much more claustrophobic it's much tighter there are areas of movements that you have the possibilities for the movement but also that the way the character moves it's just towboat charged movements and you constantly having to change direction. And so conceptually you know these are abstract ways of looking at the character movement by analyzing the lines that the characters create through the environment so in the top left we have something which is very much related to the Vermeer painting in terms of circular rounded lines and in the bottom right the Vanquish example it's the Rubens the aggressive Rubens painting which in its angular angular lines references this is linked to the Vanquish video game. You know even the game in a game like Grand Theft Auto and you know consider what the your character you know if they're driving on a motorbike or in a car what kind of alliance they're generating through an environment if. It's a slow bending curve verses and much more tighter so one break turn around the corner. You know these feelings are interactive and you know these actions are interactive the player has control over them and they generates a different visual feel and also even the physical feel for the player as they're interacting with this environments. And so we have these contrasts of the circular shapes circular my hands. Versus angular lines what falls in between is the upright or horizontal line and that references the box or the square shape and what it does is in a game like super brothers swords and sorcery E.P. it's critical to communicating the emotions that the artists wanted you to feel when you play this game because and so the upright line is sort of conceptually much more balanced and static and if you imagine if these tree elements were all tilted to one side or you would get in the reflection is like a chevron affects travelling across the screen and so already this video game would look and feel much more dynamic. Just based on these very very abstract elements and this of course is complemented by the way the character moves across the screen in very hot horizontal and slow movements and so this is really really critical to understanding the value emotional value of these shapes. To better design your video game experiences. So we've looked at character movements and we've looked at sort of the pathways that you can create through in environments to also influence emotions and in a very abstract way so just using. Line concepts another way of creating emotions and if it this is sort of the definition we're slowly building up the elements that define video game composition Another way is through character environments relationships. So the small round shape represents the character and the background represents a circular environment in a very abstract sense. And the relationship the two needs to also has a very very strong influence on how we interpret the emotions of the experience. OK so to illustrate this we have a character like Mario so everything about him is based on this circular around a spherical concept and if you look at his ferric all torso you know even his moustache is to have consists of two overlapping circles or smaller circles and this goes such a long way to communicating his good nature his dynamic nature things which traditionally for hundreds of years have been used in much the same way applied to different subjects but the circular concepts is a constant. Because it's so crucial to communicating who Mario is that if you used a different shape if you sharpened his features then he wouldn't be merry Anymore he'd be worried. And it's just you know that the most significant changes you could say that suggest the proportions are slightly different. Has maybe eaten a bit more cake but it's just sharpening his details and turns him into a completely different character you know on a very abstract level emotions can be guided using very very simple principles. And not just but it's you know every single most of the enemies within the. Universe aligned to this very angular triangular concepts and so when we look at the environments of the game like Super Mario Galaxy and conceptually we can reduce the whole experience to a circular Mary are living in a circular universe and it's his job to clean up all the triangles to restore harmony between himself and his environments and this one harmony is very very critical because you know in the top left you can see that the earth is circular character looks like it belongs to the circular environment they tell echo each other in a very basic abstract sense cinches thing to note that in the bottom right we have harmony also between the angular character and angle environments and it's harmony only because the characters look the character looks like it belongs to its environment but the feeling is very different so the top left is much more aggressive in nature and then you have a dissonance happening when you place these characters in an opposite environments where in the top rights you could say that the circular character looks vulnerable in the angular environments and then the bottom left the character looks like the aggressor. In a much more delicate environment and again that I created a new a very welcome to have a have a play of it you'll find it on my website called morph place with this very concepts. Your character is just two levels and you can play it in the website web browser and the whole goal of it is to travel through this small circular environment here. And compare and then get through to the second level which is much more angular and just. For the purposes of this conference whole sort of unfortunate spoiled surprise for you but it's is that they're both environments are technically identical to each other and that you can't die in one environment so over another you can't lose health there's actually nothing can happen to you in either of these environments The only difference is that the superficially they have a different skin a different surface and I got the opportunity to have this game play exit exhibit this came in the Arctic submission where there are some experience video game players and they would run through the environments trying to test the limits you know what way where could they die what were the difficulties and so in a way for the experience of video game players this illusion you know the whole of that the composition the shapes so the whole visual message is often lost so if they see that through to the technical workings of the video game but what was interesting was when I got to get some non video game players to play this game they would sort of just bump their way through this so less intimidating environments but when they reached the second level and the character would jump and land in this pits and they would use words like out. So words which we use in real life when we hurt ourselves when we touch something sharp and so this is something that video games can be very proud of because they can create experiences that other artistic disciplines cannot see. So what does this mean for the future of Dane's that's you know working on this very very abstract level and also understanding how all these elements work together is very very important and very very useful for us. So in terms of character development we can already start to analyze ways in which we could progress or evolve. Of. Narrative experience of video games and so if you haven't ever played any video games before and not very familiar this is the Legend of Zelda this is one of my favorite games of all time but it's a very typical example of how a character development a narrative works and that's you know where you would expect a character to develop sort of emotionally and become a more confident and stronger character development in video games actually communicated through elements of the user interface so. This link this is the character link has got fewer hearts here then he has here so that means he's developed a few new skills along the way he's sort of stronger technically stronger he also has more he's equipped with more items further down the line. You know and so these are very non-emotional ways of you know that they don't actually speak to us speak to a general audience they make sense as someone who plays video games but they're visually not very interesting to you in one game is what's interesting is that you know whereas link no matter how far he develops his standing position is always this you know very needful he always has one way of sort of swinging his sword when he's in combat mode or running is a just nothing changes from start to finish really is just how many hearts he has which represents his energy and which what he's equipped with. So conceptually we haven't even moved that far from classical paintings because Rubens you know painted this swordsman in as many many hundred years ago. So this character is frozen in time to be just one one person so one personality and link in the same way. So he goes on a huge quest which which can take you ten hours to complete or more and but he always stays the same so the character development happens in the play is imagination that they slowly get better and more confident and skilled at navigating the environments you know they kind of suspend their disbelief that these icons actually do make their characters stronger in a way but there's nothing about the character itself you know where you would expect to see. A change. And something that Eugene teller qual said to somebody an artist teacher is very much influence the Impressionists like they are here at that time maybe ten different people in one man or a woman aloud and sometimes all ten and peer within a single hour and so you know it's just like in reality that's you know we're not all flats characters and especially in the narrative like in the play would find in a book or a film that the character changes the character has to change for there to be a more emotionally significant experience for the audience. And this is a very very simple step to start to resolve because. You know we have games like Journey which have these very very gentle jump arcs we have gained such are much more aggressive so angular movements are the environments why don't we even just take what this one Simpson pool elements. And to create something much more dynamic. So that it's someone as aggressive as some Gideon and Frank wish actually has moments where you know he moves much more delicately and the contrast that's created a lot of him changing from one state to another already creates something much more complex so that what we're doing is up until now what we can do. In something like Pac-Man that Pacman just means in one very particular way you know that's a category we have aggressive games that's another category but the complex narrative comes from combining all these together and creating characters which what with much much more subtlety so much more variety. And there are games that are starting to tackle this journey as one of them way your much more free at the beginning then the spaces become much more narrow and in some sections the characters switches to very subtly sort of it's almost difficult to perceive when they start to struggle when they are achieving when they reach the mountain at the ends and also. In situations where there is a an element of danger so they could even have more subtlety there where the character moves in a more to mates and scared way. But this is only this is a game that was released this year and it's the best example that I can give of this sort of dynamic narrative just sees of the character. And of course we we have many many more possibilities with video games that aren't just restricted to what happens on screen so when and how we look at the you know what we can see woman playing a video game and of course us because that the player is very much involved in the experience so what what can we sort of apply to the players role. In the video game. And motion control is for me a very very fascinating parts of game development because. If you're not familiar so they Microsoft Nintendo. Sony they all have these controllers where you have to move your you can swing your arms to control the character we hold something you can tilt it so you use your figure you'll figure out your body is more involved in controlling the characters on screen and of course the i Pad is also one example where you can use your finger and you're more physically involved in the experience and so never before has the role of the player with the audience in so closely tied with that of the artist. So rather than we the players being just an audience for an artistic experience we're actually involved in the artistic collaboration of this experience so one example I can give is Mario Kart we've US is trying the evolution that's. You know it's this all make more sense of course to people who have played games or seen them played and. Then you know your body language is more like this handling is much softer as you turn the corners whereas in trying evolution is much closer to the light cycles that you may have seen in the film where the motions are much more jackets or more abrupt and so they they have their you know they speak to us emotionally on the screen as they're in created dynamically these lines Well it's interesting video games is actually feel these differences. When physically because we're having to control these lines and so to illustrate this concepts and the metaphor that I really like is that of the musical conductor they have the musical conductor crazy hair included going through all these emotions you know over the length of a symphony that you have quiet moments sort of more dynamic omen moments something which is more aggressive and this represents the player so the fish. Movement and the conductor is playing a video game or sort of this the orchestra represents a video game. You know running to this scripted set of music. And it's for the player the music conductors job to influence when these actions happen and so we can combine these to any anybody again experience. And the final thing just to leave you with is also playing with expectations that in a way. You know these very these shapes are something that you know most people understand so they the scale of emotions that most characters fit into the secular concepts so it makes good characters fit into the secular concept and on the other end of the emotional scale we have triangular ones. And they're very useful for game design because we often have given so little time to understand video game environments you know unfortunately most cases it might be we're given a gun we have to shoot and different people say it's sort of and we're just put in this situation or rather sudden and it's of benefits for us to understand and be comfortable with what we have to do as quickly as possible. But that there are possibilities for more subtlety so. To illustrate also that this isn't something which is just restricted to video games you know even in the game and film a live action film like Lord Of The Rings. Told a token even when he was writing The Lord Of The Rings he did illustrations for himself to try and visualize what these characters and environments look like and so on the one side he had the Hobbit the good natured hobbits you know and everything about them is based on this secular concept that we can trace back to paintings like there's a man. Painting that we saw earlier you know the set the rounded curl of their hair you know even this shoulders have been softened and rounded this rounded doorways of their habit holes and even the landscape fits into this rounded concepts and on the other end of the spectrum we have sour on so it's angular shapes and even the triangular shape of the volcano on the landscape helps us to understand in a very very psychological in a very basic response that's one is good and one is bad. Even in vehicle design we have you know a very rounded Volkswagen car which is designed to create a feeling of fun and you know like the kind of car you it's struck yourself bored to the top of you go to the beach versus something which is more about aggressive speeds and the car in the middle which is about security and more safety and stability and so the interesting thing is that these three cars could all be without an engine they could just be metal chef sees and it be our job to push them along if we wanted to get moving but the interesting thing is that we do actually judge but by their cover in the sense that you know we still get a very strong impression of what these cars would be would feel like to drive even. You know physically they might be useless pieces of metal. And so playing with player expectations or the audience's expectations so you know journey is relatively non-aggressive game so the designers could have used the sugary rounded sugary rounded concepts to creates the environments and the character but it creates a very very interesting contrast when you have a triangular character doing very very delicate movements freer and environs. It's and something else to consider about this is also that this is an example of character environment harmony that the character echoes the environment in terms of its shock shape. And also glad lost from Portal is one of the best examples of a really sort of complex video game character so one of the best examples of all time that we have sort of a villain which would normally be done ain't it by the cliche of a male aggressive looking character whereas there's a tragic elements about Cloud OS and it's interesting when you look particularly interesting when you look at it in spirit like where the inspiration came from for this character and if I turn it upside down. To know maybe somebody already knows what the inspiration was but maybe sort of closer links here. What it was was actually the Birth of Venus by but the celli. And. You know there's the artists because the artists are so. So well understood the abstraction and so that we've been a theme throughout this presentation you know there are elements of these opposing curves which is another topic to do animation which is also covered in the book and it's something which goes as far back as ancient Greece so artists realize that if you have a system of opposing courtesy have this illusion of movement and aesthetic surface and it's something that's stayed in use so thoroughly through art history that it's now forms the fundamentals of modern day animation and so something which is created over two thousand years ago is now a founding principle of the techniques that are to set Disney's on a regular basis. But also so these opposing curves you know were integrated into the character of God else. But this icon of feminine beauty was turned. Literally and metaphorically on its head to create their enemy character. Within the game of portal and it's a very very interesting contrast the artist created. So by understanding so these very very fundamental principles of how images are constructed and what emotional value these shapes have you know we we open up the possibilities of you know where we take our inspiration from because. You know it's a sin and or a box shape could be and represent this pillow or it could represents you know an ARM So there's in a very abstract sense art classical artists who are doing this all the time so reducing the complexity of reality to very very simple components and it just really opens up the possibilities for what emotional experiences we can creative in video games. Are the key question that's everyone so the endeavoring on an artistic to create an artistic work of art has to ask themselves of course is what is the emotional experience. That you want to communicate that should be the very very first step and this can be you know your experiences of the painting could be something we took from a real life experience even from a piece of music music also has very strong parallels with these concepts and once you identify what the emotion or the emotions you want to communicate are it's a process of researching and sketching and finding out what the visual solutions are for these emotions you want to. To design. OK so if you have any questions or if you are just interested to play more than a You're very welcome to visit my websites or keep up to date on all contact me as well so the my contact details on that and Twitter on Facebook so I thank you very much for listening and if you have any questions then. You piece them forward.