A few months back I wrote a feature for Gamasutra, discussing the benefits of traditional art theory in videogame design. My impulse for writing the feature was personal experience of the contemporary art education system and the feeling that an evident erosion of education in traditional art principles has led to videogame artists that generally have an insufficient knowledge of the arts.
Using Bungie’s Halo 3 as an example, the feature highlights the amount of visual information happening on-screen, from 360-degree movement to a dynamic user interface and how there’s no way players can take in all the detail revealed even in one snapshot. In essence, the screen in such a game is visually reduced by the player as a collage of outlines of different objects. As a result, it’s even more essential that video game developers communicate in simpler and more direct visual terms and simple iconographic concepts do just that by helping players to understand their gaming environment that much quicker and differentiate, say, enemy characters from allies.
Click here to read the full Gamasutra feature on how traditional art principles have influenced modern media, including video games.