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Composition: The Golden Ratio

The Fibonacci Spiral created from the Golden Ratio.

The Fibonacci Spiral created from the Golden Ratio.

Aka. “The Golden Mean”, “Divine Proportions”, “Fibonacci Spiral”, and the list goes on.  This shape is created from a mathematical formula known for its aesthetically pleasing appearance.  It can be found naturally in many things like earlobes, flowers and nautilus shells.  Also used to design artificial objects like the iPod.  The more commonly used rule of thirds (which I go over in Navigation & Orientation) is a simplification derived from this equation. 

In this post I’ll go in depth to show how it can be used to make your image more effective.

Here's a scene where I used the golden ratio to create a more dynamic image.  

The narrative of the scene is of an adventurer who overcomes seemingly impossible obstacles to make it to a new fantastical land.  

  • In the blockout stage I get the overall shapes down and figure out what my main focal points are.  I wanted the viewer’s eyes to spiral around it to mimic that of the blowing wind which is why I chose the Golden Ratio and Fibonacci Spiral. 
  • My three main focal points are the beginning (Platform), middle (Balloon), and end (Floating Island) of the journey.  The Platform is at the start of the spiral and the Island is at the termination of it.  
  • Now in my blockout I already know exactly where my main guide lines are and two of my three focal points.
  • Next step I started strengthening my focal points by breaking up the Floating Island to encircle a floating Crystal at the end of the spiral. 
  • Then I pulled the hot air Balloon off the spiral and away from the Platform to make them both more pronounced.
  • I used vegetation to start breaking up and weakening some of the hard edges of the architecture.
  • I added detail and bridges at the Platform. 
  • Then I used vines to strengthen the circle around the Crystal. 
  • I elongated the Balloon and pointed it towards the Crystal to hint as to where it is headed.

 

  • I added some negative space to reinforce the beginning of the Platform.  
  • I added hanging ropes to the Balloon to give more supporting guide lines towards the spiral.  
  • I was getting a lot of horizontal lines in the right side of the image which was destroying my spiral, so I added in waterfalls and more vertical blocks to the architecture. 
  • In the top right I added a flock of birds to help connect the spiral between to the Floating Island. 
  • To balance out the focal points I decreased the saturation of the Balloon and Crystal and added red flowers to the Platform.  I made sure to only use red at my focal points since it contrasted well with the blue and green of the scene.  

 

After that I had a finished scene!

The golden ratio is definitely a bit more advanced than most other compositional guides out there, but that doesn't necessarily make it the best.  This just happened to help support the experience I wanted to deliver in this environment.

If you’re learning how to use composition in your scenes I highly recommend studying composition for photography and environmental design.  There’s a lot of well written documentation for that and hopefully in the near future we’ll get more stuff that’s geared towards building game environments.  

Friday 03.13.15
Posted by Bobby Ross
 

Mission Doc: Flash Flood

This level doc goes over on how to build an Uncharted 3 mission.  Uncharted sticks to more linear and scripted levels to have enough control to deliver a cinematic experience.   

Uncharted does a great job of setting up pacing for the entire game and always working with the big picture in mind.  In Uncharted 2 preproduction they created this excel doc going over all their levels ahead of time.  In some of the missions themselves some designers would make even more detailed gameplay beats to find the intense moments for every few seconds.

Uncharted cycles through traversal, stealth, and combat areas.  Some of the more complicated areas combine two or all three of these.  In this flow map I go a bit more detailed on the traversal flow to help me build an elevation map [which I drew on paper which is why it's not on here, sorry].  This was helpful in Uncharted where climbing is a large part of the gameplay.

I detailed out three different combat areas and tried increasing their complexity and intensity.  Uncharted uses cover based combat so every combat zone needs to design for this.  The first combat zone is simplified so you can see the most rudimentary combat encounter.

I built the blockout in Maya and took screenshots to turn into top down maps for breakdowns.

An important part of Uncharted is keeping Drake in the center of action.  Whenever you build a "wow" moment, have it happen right around or underneath Drake and force him to react.

Sunday 01.25.15
Posted by Bobby Ross
 

Mission Doc: The Mascots

This is a doc example going over how to write a mission for Saints Row The Third.  This game was a great addition to the open world action genre.  It felt like an evolution of the GTA franchise if it went down the path of taking over gang factions instead of their more realistic, character centric route that later GTA games have gone [which I also love by the way].

Saints Row has so much intensity all the time that it takes incredibly over the top wow moments to break the mold.  The tone of this game is also extremely vulgar and heavy on consumerism so don't be surprised when you start reading about dildo bat wielding energy drink mascots.

Sunday 01.25.15
Posted by Bobby Ross
 

Extended: Arcade & Realistic Style

This post expands on a chapter from the Visual Guide of Multiplayer Level Design.  A bit too wordy for the guide but I hope it can help on the blog.

Saturday 01.24.15
Posted by Bobby Ross
 
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