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Konceptna ilustracija za fantazijsko videoigro
ID
Škerlj Prosen, Eva
(
Author
),
ID
Jenko, Radovan
(
Mentor
)
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Abstract
Diplomska naloga obsega analizo narave in razvoja konceptne ilustracije, ki se uporablja v sodobni igričarski industriji, pa tudi njeno zgodovino skozi film in animacijo. Na tej podlagi je zgrajen vzorčen sistem konceptne ilustracije za fantazijsko videoigro. Njena vsebina izhaja iz moje avtorske zgodbe, kar mi daje možnost raziskovanja pestrih motivov. Analitični del služi oblikovanju trdne teoretične osnove, na katero se pozneje naslanjam za kakovostno praktično delo. Vzorčni nabor raziskanih konceptov je omejen na naslednje kategorije: vzdušje, pripomočke, okolje in osebe. Kot omejitve dajejo dodatno strukturo procesu, s katerim raziskujem tudi vlogo sloga, barv in ambienta pri ustvarjanju zgodb. Te se v interaktivnem okolju videoiger obnašajo precej drugače kot v filmu ali knjigah, to pa prihodnosti daje nov pripovedni potencial, ki ga je vredno raziskati in izkoristiti.
Language:
Slovenian
Keywords:
vizualne komunikacije
,
grafično oblikovanje
,
konceptna ilustracija
,
igričarska industrija
,
videoigre
,
fantazija
,
diplomska naloga
Work type:
Bachelor thesis/paper
Organization:
ALUO - Academy of Fine Arts and Design
Year:
2019
PID:
20.500.12556/RUL-108666
Publication date in RUL:
11.07.2019
Views:
2310
Downloads:
325
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:
ŠKERLJ PROSEN, Eva, 2019,
Konceptna ilustracija za fantazijsko videoigro
[online]. Bachelor’s thesis. [Accessed 15 June 2025]. Retrieved from: https://repozitorij.uni-lj.si/IzpisGradiva.php?lang=eng&id=108666
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Secondary language
Language:
English
Title:
Concept art for a fantasy videogame
Abstract:
The thesis encompasses an analysis of the nature and evolution of concept art as it’s being used in the modern games industry, as well as its history through film and animation. This forms the basis for the construction of a sample system of concept art for a fantasy videogame. Its contents are based on my personal story, which affords me the opportunity to explore sundry motifs. The analytical section serves as a solid theoretical foundation on which I rely later to guide me in the production of quality work. The sample set of explored concepts is restricted to the following categories: mood, assets, environments, and characters. As restrictions they provide additional structure to the process through which I also explore the role of style, colours, and ambient in the creation of stories. These behave differently in an interactive environment than they do in film or books, offering a new storytelling potential to the future which we would be remiss not to research and utilise.
Keywords:
visual communications
,
graphic design
,
concept art
,
games industry
,
videogames
,
fantasy
,
BA thesis
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