Contextual and theoretical studies 2: Shapes, lines and props

Shapes

Looking at how shapes could be used to convey character round shapes appear more comforting and natural to people where sharp edges seem more threatening antagonistic and mechanical. 

These ideas are altered under different contexts though, a circle inside a circle is often used to convey a viewpoint like a spy camera or peephole, turning a circle into something much more uneasy. I find it to be more interesting is when you challenge conventions. Let’s say you have a character that is meant to be the personification of the Deadly sin of Greed. Often the popular archetype for this design would be large overweight fatness as an indication of gluttony and evil but if you wanted to challenge this the character could be emaciated and skinny to indicate insatiable hunger. Both do a similar job but are depicted in an opposite shape and form. This isn’t limited to characters and applies to objects and environments too. It’s hard to deny the Evilness of the foreboding triangle though.

Lines

The directions of lines can convey a lot to an audience. parallel lines convey order and with an abundance of non-parallel lines can create an aura of chaos.

lines that are vertical present power, control. horizontal lines can resemble stability and set the scale by marking the horizon.

lines continue on in the mind’s eye and can be used to draw the viewers eye to parts of the frame past the termination of the line.

Compasition

The size of an object on a 2d frame changes in size and presence through distance from the camera and the size of the object. In VR you can tell this apart very easily without context clues. To create depth you can ad smoke and particle effects to fill the space between objects. You can accomplish traditional film shots such as close-ups to VR by bringing characters and objects physically close to the viewer. You can also create scale by changing the angle at which the user tilts their head.

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