Since Earth day just passed and I feel a little bit hypocritical, lets take some time to admire our creations and development as a human race. Buildings are a work of modern day art, with their many uses, many rooms and many people. Plus, they’re the smartest kinds of buildings because they have so many stories; Ba dum tss! Not only are buildings the best places to work, they serve as our modern day art as we admire the ability buildings have on our modernized earth and see what a beauty they make as we look up towards them. Absolutely beautiful. Look at that great view. Here’s a link to look at how great buildings are. Buildings are our way of expressing our own tastes and dislikes. Buildings demonstrate the architectural advancements throughout our history from a hut made up of sticks to a skyscraper with glasses 100 ft high. The beauty of our modernized every day life. I f any of you ever get a chance to go to the northern-east part of the United States, the World Trade Center is a site to be hold. Another amazing thing about cities full of cities are you can see the lights all out in SPACE. Wow! Well, that’s all I have today and thank you for reading, Bub bye.
– Written by Alan Tathanhlong
When you create art, you are expressing your ideas, feelings, and/or beliefs of one thing to another. If you intend to share your art with your peers or other people in general, you will need to know how to organize your design so that they will understand the messages that your art is portraying towards them. If you understand what the elements of art are and how to use them, as well as being able to apply the principles of design to a composition (mentioned later in a future post), you will be able to encourage viewers to spend time with you through your art. The elements of art, in this case, are the line, value, shape, form, color, space, and texture. These elements are built as the basic visual symbols for communicating with the viewer.
The first element of art may be the simplest one – the line. As an element of art, a line is a continuous mark made on the drawing or painting surface. Lines may vary in length, width, texture, direction, and degrees of curve; however, they can be measured by length and are considered to be simply one-dimensional. The five kinds of lines are vertical, horizontal, diagonal, curved, and the zigzag line. Lines are able to outline shapes, connect shapes, divide space, and indicate movement as well as direction. Some lines are so wide that they look like shapes, while others create a texture if they are drawn extremely close to other lines. Lines can also indicate mood; for example, horizontal lines express peacefulness and inactivity (such as a still boat on a calm ocean sea) while diagonal lines express tension/instability (such as a pirate ship on a rough sea during a hurricane). Artists use these lines as actual marks to draw the pictures and as part of the whole experience of looking at a painting. As an element of art, a line is based about technique and composition.
Another element of art is value. Value, also known as lightness or tone, a representation of variation in the perception of a color or color space’s brightness. It is concerned with lightness and/or darkness, as it depends mostly on how much light that a specific surface reflects. Using values with particular shading techniques can create the illusion of three-dimensional figures in a painting. Just as how value is defined as lightness and/or darkness, another element of art, which is space, is defined as either positive or negative. Positive spaces are considered as the shapes and forms in a drawing or painting, while negative spaces are the empty areas surrounding the shapes and forms. Artists use the sizes and shapes of these negative spaces in order to describe the positive spaces in art. For instance, isolation can be seen due to a large negative space around a human being. However, a feeling of togetherness and crowding can be achieved when positive spaces are in close proximity with slivers of negative space.
Related to positive/negative spaces and how positive spaces are the shapes and forms, the art element of a shape is the outline/external surface of a form. Shapes are flat and can be drawn either as an outline or as a filled in area. They are normally geometric or free-form, meaning that they can be irregular, uneven, and often found in nature. A form, however, is a solid three-dimensional shape measured by length, width, and depth. Cones, pyramids, spheres, cubes, prisms, and cylinders are the six basic geometric forms that are available. Artists use geometric forms and shapes as the basis for drawing objects and human/animal figures, as well as design elements to express motion/rhythm in the painting and to control the direction of the viewer’s eye movements around the canvas.
Another element of art, which is texture, refers to what a surface feels like. The actual drawing surface may feel smooth and rough, depending on the materials that were used and the amount of medium applied to it. It also refers to what the surface of an object appears to feel like. For example, some artists can influence a viewer to believe that they can feel a rough cobblestone road, a soft velvet curtain, a blanket of coarse leaves in autumn, or a porcelain china plate in their paintings.
Finally, color is the final element of art that artists use in their paintings and other works of art. The colors of a visible spectrum include these colors in the same order: red, orange, yellow, green blue, and violet. Artists refer to a circular spectrum, notably referred to as a color wheel, in order to understand how colors are able to mix, contrast, and harmonize with one another. Color also has three properties, which are hue, value, and intensity. Hue is the name of a spectral color, with primary hues being red, yellow, and blue. The result of mixing two primary hues together is a secondary hue, known as orange (red and yellow), green (blue and yellow), and violet (red and blue). Tertiary hues can also be formed by combining a secondary with a primary hue (for example, red-orange). The second property, value, relates to the relative lightness or darkness of a hue, with white as the highest value, black as the lowest value, and the rest of the colors in between them. The more light that a color reflects, the lighter it appears to be. Light values are referred to as tints, while dark values are considered as shades. Finally, intensity corresponds to the brightness and dullness of color, with a pure color being the brightest. The more neutral that a color becomes, the less intense the color becomes.
There are tons of kinds of beauty in the world, from humans, to modern day art and and technology. But it’s about time that we slow down and take a step back from our modern day lives and lay in the soft grass for a bit and admire the beautiful sky. If you’re in a no-grass area then take a seat and admire what’s in the sky. All the birds, clouds, rain, and blue of the sky is just wonderful. Now look down a bit at all the wonderful plants, trees creatures and (if you don’t have any of this) dirt. This s what we call nature, Mother Nature. It created us, and everything around us. From your house, to the very small ant that lives in an anthill. Sometimes just gazing at nature eases the mind and helps them cal, themselves. Plus, if you really want to get the true vibe of nature, go to a forest, park or even a national park. Then you’ll see all the majestic wonders of nature. Here’s a glimpse of what nature has to offer us. Thanks for reading, bub bye!
– Written By Alan Tathanhlong
Take video game franchises such as Mario Party, The Legend of Zelda, Mario Kart, Grand Theft Auto, and Assassin’s Creed. Besides being part of the video game world, what else do they have in common? Well, they can all be considered as forms of art! Video game design is the process of designing the content and rules of a video game in the pre-production stage and designing the game play, environment, story line, and characters in the production stage. The designer of a game is very much like the director of a film; the designer is the visionary of the game and controls the artistic and technical elements of the game in fulfillment of their vision. Video game design requires artistic and technical competence as well as writing skills. Within the video game industry, video game design is usually just referred to as “game design”, which is a more general term elsewhere. With very complex games, such as MMORPGs, or a big budget action or sports title, designers may number in the dozens. In these cases, there are generally one or two principal designers and many junior designers who specify subsets or subsystems of the game. In larger companies like Electronic Arts, each aspect of the game (control, level design) may have a separate producer, lead designer and several general designers. They may also come up with a plot for the game.
In the art world of video game design, there are many critical disciplines to follow. For instance, world design is the creation of a backstory, setting, and theme for the game; often done by a lead designer.  World design can also be the creation of a universe or a map, as well as topics or areas that are likely to be pursued by the player. Another discipline is system design, which is the creation of game rules and underlying mathematical patterns. Content design is also very important, as it is the creation of characters, items, puzzles, and missions. However, a secondary definition of Content design is the creation of any aspect of the game that is not required for the game to function properly and meet the minimum viable product standard. In essence, content is the complexity added to a minimum viable product to increase its value. Finally, level design, environment design or game mapping is a discipline of game development involving creation of video game levels—locales, stages, or missions. This is commonly done using a level editor, a game development software designed for building levels; however, some games feature built-in level editing tools.
Last but not least, all video games must go through a design process. The design process varies from designer to designer and companies have different formal procedures and philosophies. The typical “textbook” approach is to start with a concept or a previously completed game and from there create a game design document. This document is intended to map out the complete game design and acts as a central resource for the development team. This document should ideally be updated as the game evolves throughout the production process. Designers are also frequently expected to adapt to multiple roles of widely varying nature: For example, concept prototyping can be assisted with the use of pre-existing engines and tools (Game Maker, Unity, Godot, Construct, etc.). Level designs might be done first on paper and again for the game engine using a 3D modelling tool. Scripting languages are used for many elements (AI, cutscenes, GUI, environmental processes, and many other behaviours and effects), while the setting, story and character concepts require a research and writing process. Finally, designers are asked to make frequent decisions about elements missing from the design. The consequences of these decisions are hard to predict and often can only be determined after creating the full implementation. These are referred to as the unknowns of the design, and the faster they are uncovered, the less risk the team faces later in the production process. Outside factors such as budget cuts or changes in milestone expectations also result in cuts to the design, and while overly large cuts can take the heart out of a project, cuts can also result in a streamlined design with only the essential features, polished well.