Video Game Metadata Schema: Controlled Vocabulary for VISUAL STYLE University of Washington Information School Game Metadata Research (GAMER) Group and.

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Presentation transcript:

Video Game Metadata Schema: Controlled Vocabulary for VISUAL STYLE University of Washington Information School Game Metadata Research (GAMER) Group and Seattle Interactive Media Museum Version 1.5 October 10, 2014

Main Contributors Jin Ha Lee, Ph.D. (University of Washington) Andrew Perti (Seattle Interactive Media Museum) Hyerim Cho (University of Washington) Andy Donovan (University of Washington) Christopher Magnifico (University of Washington) Kimberly Pittman (University of Washington) Please cite this document as follows: Lee, J. H., Perti, A., Cho, H., et al. (2014). UW/SIMM Video Game Metadata Schema: Controlled Vocabulary for Visual Style. Version 1.5. Retrieved from:

A1. Style A1.1. Abstract A1.2. Cel-shaded A1.3. Comic book (Anime/Manga) A1.4. Handicraft A1.5. Lego A1.6. Map-based A1.7. Pixel art A1.8. Realistic A1.9. Silhouette A1.10. Stylized A1.11. Text A1.12. Watercolor A1.13. Other: style A2. Color A2.1. Achromatic A2.2. Colorful A3. Light A3.1. Bright A3.2. Dark 17 terms in total Overview

A1.1. abstract The term “abstract” describes pure forms. These generally do not go with games which have narrative contexts to accompany the gameplay. Fractals or psychedelic styles are good examples. These styles can be symmetrical, geometric, or featuring kaleidoscopically swirling patterns.

A1.2. Cel-shaded A technique of rendering light and shadow to enhance the illusion of a 3D surface, giving the modeled entity a cartoon-like appearance due to the effect of rounding the edges and eliminating gradations of color. It also gives a feel of hand-drawn animation.

A1.3. Comic book (Anime/Manga) The look which replicates the common artistic elements found in mass-market comic books, such as accentuated features and line strokes.

A1.4. Handicraft A style that replicates the visual aspects of hand-made and hand- crafted objects. It often emphasizes textures, surfaces, and an otherwise unrefined aesthetic. Examples include paper, yarn, and clay.

A1.5. Lego The distinctive look of Lego figures and sets.

A1.6. Map-based A style that predominantly shows maps during gameplay. Playing areas usually consist of small rectangular or hexagonal graphic images like tiles, and players typically have a top-down view throughout gameplay.

A1.7. Pixel art The use of the primitive pixelated style found in early 8-bit and 16-bit games, and in modern games intended to replicate this early style.

A1.8. Realistic A style that portrays characters and environments in a realistic manner.

A1.9. Silhouette A style in which characters or environments are represented as a solid shape of a single color, or only a couple of colors, usually black. The interior of a silhouette is nearly or completely featureless, and the whole is typically presented on a light background, or none at all.

A1.10. Stylized An illustrative style that captures or distorts the distinctive features of a person or object in order to capture a quick visual likeness. Simplified characters or objects can be also considered “stylized.”

A1.11. Text A specific style where the artistic elements are primarily conveyed through the use of text, and is common in older video games

A1.12. Watercolor An illustrative style where characters and environments look like they are painted in water color.

A1.13. Other: style When the visual style cannot be described by any of terms in the style facet, please record “other.”

A2.1. Achromatic A style which mainly portrays characters or environments without color.

A2.2. Colorful A style that uses much or varied color.

A3.1. Bright A style characterized by emitting or reflecting a lot of light.

A3.2. Dark A style characterized by having little or no light.